i18n: Sync translations with Weblate

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Rémi Verschelde 2023-11-29 17:21:35 +01:00
parent 4c5a148452
commit c17d73f140
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24 changed files with 1841 additions and 720 deletions

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@ -80,8 +80,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-11-20 14:00+0000\n"
"Last-Translator: Tobias Mohr <tobias_mohr_1991@gmx.de>\n"
"PO-Revision-Date: 2023-11-28 16:10+0000\n"
"Last-Translator: HolonProduction <holonproduction@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
@ -89,7 +89,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "Description"
msgstr "Beschreibung"
@ -5788,6 +5788,14 @@ msgstr ""
"ohne ihre Transparenz zu beeinträchtigen ([member Color.a] ist nicht "
"bearbeitbar)."
msgid ""
"Hints that the property's value is an object encoded as object ID, with its "
"type specified in the hint string. Used by the debugger."
msgstr ""
"Weist darauf hin, dass der Wert einer Eigenschaft ein Objekt ID eines "
"Objektes ist. Der Hinweisstring ist der Typ des Objektes. Wird vom Debugger "
"genutzt."
msgid ""
"If a property is [String], hints that the property represents a particular "
"type (class). This allows to select a type from the create dialog. The "
@ -5968,6 +5976,25 @@ msgstr ""
"[b]Hinweis:[/b] Der abschließende Doppelpunkt ist erforderlich, um eingebaute "
"Typen korrekt zu erkennen."
msgid "Hints that an object is too big to be sent via the debugger."
msgstr ""
"Weist darauf hin, dass ein Objekt zu groß ist, um über den Debugger gesendet "
"zu werden."
msgid ""
"Hints that the hint string specifies valid node types for property of type "
"[NodePath]."
msgstr ""
"Weist darauf hin, dass der Hinweis-String bestimmt, welche Node-Typen für "
"[NodePath]-Eigenschaften gültig sind."
msgid ""
"Hints that a property is an [Array] with the stored type specified in the "
"hint string."
msgstr ""
"Weist darauf hin, dass eine Eigenschaft ein [Array] ist, dessen Typ im "
"Hinweis-String festgelegt wird."
msgid ""
"Hints that a string property is a locale code. Editing it will show a locale "
"dialog for picking language and country."
@ -6053,6 +6080,24 @@ msgstr ""
"Die Eigenschaft ist eine Skriptvariable, die serialisiert und in der "
"Szenendatei gespeichert werden soll."
msgid "If this property is modified, all inspector fields will be refreshed."
msgstr ""
"Wenn diese Eigenschaft geändert wird, werden alle Inspektor Felder "
"aktualisiert."
msgid ""
"The property is an enum, i.e. it only takes named integer constants from its "
"associated enumeration."
msgstr ""
"Die Eigenschaft ist ein Enum, d.h. sie nimmt nur benannte Integer Konstanten "
"aus der zugehörigen Enumeration an."
msgid ""
"If property has [code]nil[/code] as default value, its type will be [Variant]."
msgstr ""
"Wenn diese Eigenschaft [code]nil[/code] als Default Wert hat, ist sie vom Typ "
"[Variant]."
msgid "The property is an array."
msgstr "Die Eigenschaft ist ein Array."

View file

@ -80,6 +80,9 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.1.1\n"
msgid "Resources"
msgstr "Recursos"
msgid "Description"
msgstr "Descripción"
@ -16647,9 +16650,6 @@ msgstr ""
"El hardware soporta el multihilo. Este enum no se usa actualmente en Godot 3."
"x."
msgid "Resources"
msgstr "Recursos"
msgid "Loads a specific resource type from a file."
msgstr "Carga un tipo de recurso específico de un archivo."

View file

@ -104,6 +104,9 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 5.2-dev\n"
msgid "Resources"
msgstr "Ressources"
msgid "Description"
msgstr "Description"
@ -16605,9 +16608,6 @@ msgstr ""
"L'appareil supporte plusieurs fils d'exécution. Cette énumération est "
"actuellement inutilisée dans Godot 3.x."
msgid "Resources"
msgstr "Ressources"
msgid "Loads a specific resource type from a file."
msgstr "Charge un type de ressource spécifique depuis un fichier."

View file

@ -86,7 +86,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-11-19 00:34+0000\n"
"PO-Revision-Date: 2023-11-26 04:03+0000\n"
"Last-Translator: 风青山 <idleman@yeah.net>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@ -95,7 +95,10 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Resources"
msgstr "资源"
msgid "Description"
msgstr "描述"
@ -33292,9 +33295,9 @@ msgid ""
"Reducing the pancake size can help. Setting the size to [code]0[/code] turns "
"off the pancaking effect."
msgstr ""
"设置定向阴影斑点的大小。 斑点偏移了阴影的相机视锥体的起点,为阴影提供更高的有"
"效深度分辨率。但是,较大的斑点尺寸会导致靠近视锥体边缘的大型物体的阴影出现伪"
"影。减少斑的大小会有所帮助。将大小设置为 [code]0[/code] 会关闭斑效果。"
"设置定向阴影圆斑的大小。该圆斑偏移了阴影的相机视锥体的起点,为阴影提供更高的有"
"效深度分辨率。但是,较大的圆斑大小会导致靠近视锥体边缘的大型物体的阴影出现伪"
"影。减少该圆斑的大小会有所帮助。将大小设置为 [code]0[/code] 会关闭该圆斑效果。"
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
@ -111438,9 +111441,6 @@ msgstr ""
"[b]注意:[/b]在 C# 中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运"
"行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。"
msgid "Resources"
msgstr "资源"
msgid ""
"Override this method to return a custom [RID] when [method get_rid] is called."
msgstr "可以覆盖此方法,从而在调用 [method get_rid] 时返回自定义 [RID]。"
@ -116069,43 +116069,6 @@ msgstr ""
"GROUP_CALL_DEFERRED] 标志,则方法会在该帧末尾调用,与 [method Object."
"set_deferred] 类似。"
msgid ""
"Changes the running scene to the one at the given [param path], after loading "
"it into a [PackedScene] and creating a new instance.\n"
"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param "
"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if "
"that scene cannot be instantiated.\n"
"[b]Note:[/b] The new scene node is added to the tree at the end of the frame. "
"This ensures that both scenes aren't running at the same time, while still "
"freeing the previous scene in a safe way similar to [method Node.queue_free]. "
"As such, you won't be able to access the loaded scene immediately after the "
"[method change_scene_to_file] call."
msgstr ""
"将位于给定路径 [param path] 的场景加载进一个 [PackedScene] 并新建其实例,然后"
"将正在运行的场景修改为这个场景。\n"
"成功时返回 [constant OK],如果 [param path] 不能被加载到一个 [PackedScene] "
"中,则返回 [constant ERR_CANT_OPEN];如果该场景无法被实例化,则返回 [constant "
"ERR_CANT_CREATE]。\n"
"[b]注意:[/b]新的场景节点是在该帧的末尾添加的。这确保了两个场景永远不会同时加"
"载,如果场景太大或在内存受限的环境中运行,这会耗尽系统资源。因此,无法在 "
"[method change_scene_to_file] 调用后,立即访问到被加载的场景。"
msgid ""
"Changes the running scene to a new instance of the given [PackedScene] (which "
"must be valid).\n"
"Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene "
"cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is "
"invalid.\n"
"[b]Note:[/b] The new scene node is added to the tree at the end of the frame. "
"You won't be able to access it immediately after the [method "
"change_scene_to_packed] call."
msgstr ""
"将正在运行的场景改变为给定 [PackedScene] (必须有效)的一个新实例。\n"
"成功时返回 [constant OK],场景无法实例化时返回 [constant ERR_CANT_CREATE],场"
"景无效时返回 [constant ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b]新的场景节点会在当前帧的末尾添加到场景树中。无法在调用 [method "
"change_scene_to_packed] 后立即访问到它。"
msgid ""
"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] "
"after the given time in seconds elapsed in this [SceneTree].\n"

View file

@ -29,8 +29,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-11-06 00:36+0000\n"
"Last-Translator: longhjues <longhjues@gmail.com>\n"
"PO-Revision-Date: 2023-11-22 07:45+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n"
@ -38,7 +38,10 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.2-dev\n"
"X-Generator: Weblate 5.2\n"
msgid "Resources"
msgstr "資源"
msgid "Description"
msgstr "說明"
@ -9297,7 +9300,7 @@ msgid "Returns a list of the animation keys that are currently queued to play."
msgstr "返回目前排隊播放的動畫鍵列表。"
msgid "For backward compatibility. See [member AnimationMixer.root_node]."
msgstr "為了向後相容。請參閱[成員AnimationMixer.root_node]。"
msgstr "為了向後相容。請參閱[member AnimationMixer.root_node]。"
msgid ""
"Pauses the currently playing animation. The [member "
@ -13759,7 +13762,7 @@ msgid ""
"[b]Note:[/b] This can be expensive; it is not recommended to call [method "
"get_output_latency] every frame."
msgstr ""
"傳回音訊驅動程式的有效輸出延遲。這是基於[成員ProjectSettings.audio/driver/"
"傳回音訊驅動程式的有效輸出延遲。這是基於[member ProjectSettings.audio/driver/"
"output_latency],但確切的傳回值將根據作業系統和音訊驅動程式的不同而有所不"
"同。\n"
"[b]注意:[/b]這可能很昂貴;不建議每影格呼叫[method get_output_latency]。"
@ -14129,8 +14132,8 @@ msgid ""
"loop_offset] once it is done playing. Useful for ambient sounds and "
"background music."
msgstr ""
"如果[code]true[/code],音訊播放完畢後將從指定的[成員loop_offset]再次播放。對於"
"環境聲音和背景音樂很有用。 ,“ “,““,“錯誤的”,”,”,”,”"
"如果[code]true[/code],音訊播放完畢後將從指定的[member loop_offset]再次播放。"
"對於環境聲音和背景音樂很有用。 ,“ “,““,“錯誤的”,”,”,”,”"
msgid "Contains the raw Ogg data for this stream."
msgstr "包含用於這個流的原始 Ogg 資料。"
@ -17294,7 +17297,7 @@ msgstr ""
"wiki/Short-Circuit_evaluation]短路評估[/url],可用於避免在某些性能關鍵的情況下"
"評估昂貴的條件。\n"
"[b]注意:[/b] 依照慣例,傳回布林值的內建方法和屬性通常定義為是非問題、單一形容"
"詞或類似的([method String.is_empty]、[method Node.can_process]、 [成員"
"詞或類似的([method String.is_empty]、[method Node.can_process]、 [member "
"Camera2D. enabled]等)。"
msgid "Constructs a [bool] set to [code]false[/code]."
@ -22139,7 +22142,7 @@ msgid "[Color] of the executing icon for executing lines."
msgstr "執行行執行圖示的 [Color]。"
msgid "[Color] of background line highlight for folded code region."
msgstr "折疊程式碼區域的背景線所反白的[顏色]。"
msgstr "折疊程式碼區域的背景線所反白的[Color]。"
msgid ""
"[Color] of the main line length guideline, secondary guidelines will have 50% "
@ -27976,10 +27979,10 @@ msgid ""
"processing. You can use the [signal finished] signal to be notified once all "
"active particles finish processing."
msgstr ""
"如果 [code]true[/code],則正在發射粒子。[成員發射] 可用於啟動和停止粒子發射。"
"但是,如果 [成員 one_shot] 為 [code]true [/code] 將[成員發射] 設為[code]true[/"
"code] 直到所有活動粒子完成處理後才會重新啟動發射週期。一旦所有活動粒子都完成,"
"您可以使用[signal finish] 訊號來通知粒子完成處理。"
"如果 [code]true[/code],則正在發射粒子。[member emitting] 可用於啟動和停止粒子"
"發射。但是,如果 [member one_shot] 為 [code]true [/code] 將[member emitting] "
"設為[code]true[/code] 直到所有活動粒子完成處理後才會重新啟動發射週期。一旦所有"
"活動粒子都完成,您可以使用[signal finish] 訊號來通知粒子完成處理。"
msgid ""
"How rapidly particles in an emission cycle are emitted. If greater than "
@ -36181,7 +36184,7 @@ msgstr ""
"如果 [code]true[/code],匯出 iOS專案檔案而不建構 XCArchive 或 [code].ipa[/"
"code] 檔案。如果 [code]false[/code]匯出iOS 專案檔案並同時建置XCArchive 和"
"[code].ipa[/code] 檔案。當Godot 與Fastlane 或其他建置管道結合使用時,您可能需"
"要將其設為[code]true[/程式碼]。"
"要將其設為[code]true[/code]。"
msgid "Interpolation method used to resize application icon."
msgstr "用於調整套用程式圖示大小的插值方法。"
@ -37352,7 +37355,7 @@ msgstr ""
"example:my-plugin:0.0.0[/code]\n"
"有關更多信息,請參閱 [url=https://developer.android.com/build/dependency?"
"agpversion=4.1#dependency-types]有關依賴項的 Android 文件[/url]。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [成員 "
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
@ -37372,7 +37375,7 @@ msgstr ""
"有關更多信息,請參閱 [url=https://docs.gradle.org/current/userguide/"
"dependency_management.html#sec:maven_repo]有關依賴管理的 Gradle 檔案[/url]。\n"
"[b]注意:[/b] Google 的 Maven 儲存庫和 Maven Central 儲存庫已預設包含在內。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [成員 "
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
@ -37395,7 +37398,7 @@ msgstr ""
"code] 下的 AAR 檔案可以使用 [code]res://addons/hello_world_plugin/HelloWorld."
"release 作為絕對路徑返回.aar[/code] 或使用[code]hello_world_plugin/HelloWorld."
"release.aar[/code] 的相對路徑。\n"
"[b] 注意:[/b] 僅在 Android 上受支援,並且需要啟用 [成員 "
"[b] 注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
@ -37407,7 +37410,7 @@ msgid ""
msgstr ""
"由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 "
"[code]activity[/code] 元素的內容。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [成員 "
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
@ -37419,7 +37422,7 @@ msgid ""
msgstr ""
"由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 "
"[code]application[/code] 元素的內容。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [成員 "
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
@ -37431,7 +37434,7 @@ msgid ""
msgstr ""
"由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 "
"[code]manifest[/code] 元素的內容。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [成員 "
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
@ -37458,7 +37461,7 @@ msgid ""
"warning string if they are not met.\n"
"[b]Note:[/b] Use [method get_option] to check the value of the export options."
msgstr ""
"檢查給定[參數選項]的要求,如果不滿足則傳回非空警告字串。\n"
"檢查給定 [param option] 的要求,如果不滿足則傳回非空警告字串。\n"
"[b]注意:[/b] 使用 [method get_option] 檢查匯出選項的值。"
msgid ""
@ -42831,7 +42834,7 @@ msgid ""
msgstr ""
"包含Blender 執行檔的目錄路徑用於在匯入期間將Blender 3D 場景檔案[code]."
"blend[/code] 轉換為glTF 2.0 格式。需要Blender 3.0 或更高版本。\n"
"若要為您的特定專案啟用此功能,請使用[成員 ProjectSettings.filesystem/import/"
"若要為您的特定專案啟用此功能,請使用[member ProjectSettings.filesystem/import/"
"blender/enabled]。"
msgid ""
@ -42860,7 +42863,7 @@ msgid ""
msgstr ""
"FBX2glTF 執行檔的路徑,用於在匯入期間將 Autodesk FBX 3D 場景檔案 [code].fbx[/"
"code] 轉換為 glTF 2.0 格式。\n"
"若要為您的特定專案啟用此功能,請使用[成員 ProjectSettings.filesystem/import/"
"若要為您的特定專案啟用此功能,請使用[member ProjectSettings.filesystem/import/"
"fbx/enabled]。"
msgid "If [code]true[/code], uses lossless compression for binary resources."
@ -48530,8 +48533,8 @@ msgid ""
"[b]Note:[/b] On macOS, sandboxed apps always use native dialogs to access "
"host filesystem."
msgstr ""
"如果[code]true[/code][成員存取]設定為[constant ACCESS_FILESYSTEM],且目前"
"[DisplayServer]支援,則將使用作業系統本機對話方塊而非定制的。\n"
"如果[code]true[/code][member access]設定為[constant ACCESS_FILESYSTEM],且目"
"[DisplayServer]支援,則將使用作業系統本機對話方塊而非定制的。\n"
"[b]注意:[/b] 在 macOS 上,沙盒應用程式始終使用本機對話方塊存取主機檔案系統。"
msgid "Emitted when the user selects a directory."
@ -50848,7 +50851,7 @@ msgstr ""
msgid ""
"Calculates and returns all the vertex points of a convex shape defined by an "
"array of [param planes]."
msgstr "計算並傳回所有由 [參數平面] 陣列定義的凸形狀的頂點。"
msgstr "計算並傳回所有由 [param planes] 陣列定義的凸形狀的頂點。"
msgid ""
"Returns the 3D point on the 3D segment ([param s1], [param s2]) that is "
@ -51664,7 +51667,7 @@ msgid ""
msgstr ""
"匯出過程的一部分。此方法在 [method _convert_scene_node] 之後和 [method "
"_export_node] 之前執行。\n"
"傳回可以由此擴充保存/匯出的影像格式的陣列。只有當 [GLTFDocument] 的 [member "
"傳回可以由此擴充保存/匯出的影像格式的陣列。只有當 [GLTFDocument] 的 [member "
"GLTFDocument.image_format] 在此陣列中時,才會選擇此擴充功能作為影像匯出器。如"
"果選擇此 [GLTFDocumentExtension] 作為映像匯出器,則接下來將執行 [method "
"_save_image_at_path] 或 [method _serialize_image_to_bytes] 方法之一,否則接下"
@ -53514,7 +53517,7 @@ msgstr ""
"能夠在不同顏色之間進行平滑、外觀均勻的過渡。"
msgid "A 1D texture that uses colors obtained from a [Gradient]."
msgstr "使用從 [漸層] 獲得的顏色的 1D 紋理。"
msgstr "使用從 [Gradient] 獲得的顏色的 1D 紋理。"
msgid ""
"A 1D texture that obtains colors from a [Gradient] to fill the texture data. "
@ -58424,7 +58427,7 @@ msgid ""
msgstr ""
"查詢是否要忽略輸入裝置。可以透過設定環境變數 "
"[code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code] 來忽略裝置。閱讀 [url=https://"
"wiki .libsdl.org/SDL2 ]SDL 檔案[/url] 以了解更多資訊。\n"
"wiki .libsdl.org/SDL2]SDL 檔案[/url] 以了解更多資訊。\n"
"[b]注意:[/b] 某些第三方工具可以新增忽略裝置列表。例如,[i]SteamInput[/i] 從實"
"體裝置建立虛擬裝置以進行重新對應。為了避免處理相同輸入裝置兩次,原始裝置將新增"
"到忽略列表中。"
@ -62979,8 +62982,8 @@ msgstr ""
"接。\n"
"[b]注意:[/b]如果提供了[member width_curve],則不保證閉合線段的形狀是無縫"
"的。\n"
"[b]注意:[/b]首先繪製結束線段和第一線段之間的連接點,並在開始時對[member 梯度]"
"和[member 寬度曲線]進行取樣。這是未來版本中可能會變更的實作細節。"
"[b]注意:[/b]首先繪製結束線段和第一線段之間的連接點,並在開始時對[member "
"gradient]和[member width_curve]進行取樣。這是未來版本中可能會變更的實作細節。"
msgid "The color of the polyline. Will not be used if a gradient is set."
msgstr "線條的顏色。如果設定了漸變,則不會生效。"
@ -63043,8 +63046,8 @@ msgid ""
"LINE_JOINT_BEVEL] to prevent very long miters."
msgstr ""
"使折線的關節成為尖頭,透過延伸兩個線段的側面直到它們相交來連接它們。如果關節的"
"旋轉太大(基於[member Sharp_limit]),則關節回落到[constant "
"LINE_JOINT_BEVEL] 以防止過長的斜接。"
"旋轉太大(基於[member sharp_limit]),則關節回落到[constant LINE_JOINT_BEVEL] "
"以防止過長的斜接。"
msgid ""
"Makes the polyline's joints bevelled/chamfered, connecting the sides of the "
@ -64540,10 +64543,11 @@ msgid ""
"Surface Material Override properties, use [method MeshInstance3D."
"get_surface_override_material] instead."
msgstr ""
"傳回給定表面中的[材質]。表面是使用此材質渲染的。\n"
"傳回給定表面中的[Material]。表面是使用此材質渲染的。\n"
"[b]注意:[/b] 這將傳回 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面材"
"質覆蓋屬性關聯的 [材質]。若要取得與 [MeshInstance3D] 的表面材質覆蓋屬性相關的 "
"[材質],請改用 [method MeshInstance3D.get_surface_override_material]。"
"質覆蓋屬性關聯的 [Material]。若要取得與 [MeshInstance3D] 的表面材質覆蓋屬性相"
"關的 [Material],請改用 [method MeshInstance3D."
"get_surface_override_material]。"
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
@ -64554,10 +64558,11 @@ msgid ""
"Surface Material Override properties, use [method MeshInstance3D."
"set_surface_override_material] instead."
msgstr ""
"設定為給定表面[材質]。表面將使用此材質渲染。\n"
"設定為給定表面[Material]。表面將使用此材質渲染。\n"
"[b]注意:[/b] 這會分配 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面材"
"質覆蓋屬性關聯的 [材質]。若要設定與 [MeshInstance3D] 的表面材質覆蓋屬性相關的 "
"[材質],請使用 [method MeshInstance3D.set_surface_override_material]。"
"質覆蓋屬性關聯的 [Material]。若要設定與 [MeshInstance3D] 的表面材質覆蓋屬性相"
"關的 [Material],請使用 [method MeshInstance3D."
"set_surface_override_material]。"
msgid "Sets a hint to be used for lightmap resolution."
msgstr "設定用於光照貼圖解析度的提示。"
@ -65346,9 +65351,9 @@ msgid ""
msgstr ""
"傳回 [Mesh] 資源的指定 [param surface] 的覆寫 [Material]。另請參閱 [method "
"get_surface_override_material_count]。\n"
"[b]注意:[/b] 這將傳回與 [MeshInstance3D] 的表面材質覆蓋屬性關聯的 [材質],而"
"不是 [Mesh] 資源內的材質。若要取得 [Mesh] 資源中的材質,請使用 [method Mesh."
"surface_get_material]。"
"[b]注意:[/b] 這將傳回與 [MeshInstance3D] 的表面材質覆蓋屬性關聯的 "
"[Material],而不是 [Mesh] 資源內的材質。若要取得 [Mesh] 資源中的材質,請使用 "
"[method Mesh.surface_get_material]。"
msgid ""
"Returns the number of surface override materials. This is equivalent to "
@ -65373,11 +65378,11 @@ msgid ""
"resource. To set the material within the [Mesh] resource, use [method Mesh."
"surface_get_material] instead."
msgstr ""
"為 [Mesh] 資源的指定 [參數表面] 設定覆蓋 [參數材質]。此材質與此 "
"[MeshInstance3D] 關聯,而不是與 [member 網格] 關聯。\n"
"[b]注意:[/b] 這將分配與 [MeshInstance3D] 的表面材質覆蓋屬性關聯的 [材質],而"
"不是 [Mesh] 資源內的材質。若要在 [Mesh] 資源中設定材質,請改用 [Mesh."
"surface_get_material] 方法。"
"為 [Mesh] 資源的指定 [param surface] 設定覆蓋 [param material]。此材質與此 "
"[MeshInstance3D] 關聯,而不是與 [member mesh] 關聯。\n"
"[b]注意:[/b] 這將分配與 [MeshInstance3D] 的表面材質覆蓋屬性關聯的 "
"[Material],而不是 [Mesh] 資源內的材質。若要在 [Mesh] 資源中設定材質,請改用 "
"[Mesh.surface_get_material] 方法。"
msgid "The [Mesh] resource for the instance."
msgstr "該實例的 [Mesh] 資源。"
@ -67347,7 +67352,7 @@ msgstr ""
"當代理程式必須更新已載入的路徑時發出:\n"
"- 因為路徑以前是空的。\n"
"- 因為導覽地圖已經改變。\n"
"- 因為代理推離目前路徑段比 [member path_max_distance] 更遠。"
"- 因為代理推離目前路徑段比 [member path_max_distance] 更遠。"
msgid ""
"Emitted once per loaded path when the agent's global position is the first "
@ -71852,8 +71857,8 @@ msgid ""
"it's currently focused or not."
msgstr ""
"當滑鼠遊標進入[Viewport]可見的區域時收到的通知,該區域沒有被其他[Control]或"
"[Window]遮擋,只要其[member Viewport.gui_disable_input ] 為[code]false[/"
"code]不論目前是否獲得焦點。"
"[Window]遮擋,只要其[member Viewport.gui_disable_input] 為[code]false[/code]"
"不論目前是否獲得焦點。"
msgid ""
"Notification received when the mouse cursor leaves the [Viewport]'s visible "
@ -71862,8 +71867,8 @@ msgid ""
"it's currently focused or not."
msgstr ""
"當滑鼠遊標離開[Viewport]可見的區域時收到的通知,該區域沒有被其他[Control]或"
"[Window]遮擋,只要其[member Viewport.gui_disable_input ] 為[code]false[/"
"code]不論目前是否獲得焦點。"
"[Window]遮擋,只要其[member Viewport.gui_disable_input] 為[code]false[/code]"
"不論目前是否獲得焦點。"
msgid ""
"Inherits process mode from the node's parent. For the root node, it is "
@ -75047,7 +75052,7 @@ msgid ""
"code]."
msgstr ""
"傳回指定名稱的OpenXR函式的函式指針轉換為整數。如果指定名稱的函式不存在則該"
"方法傳回[code]0[/程式碼]。\n"
"方法傳回[code]0[/code]。\n"
"[b]注意:[/b] [code]openxr/util.h[/code] 包含用於取得OpenXR 函式的實用宏,例如"
"[code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code]。"
@ -75108,10 +75113,10 @@ msgid ""
"html]XrResult[/url] converted to a string, with the specified additional "
"information."
msgstr ""
"如果提供的[url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
"XrResult,則回傳[code]true[/code ]。html] XrResult[/url](轉換為整數)成功。否"
"則返回 [code]false[/code] 並列印 [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/ html /XrResult.html]XrResult[/url] 轉換為字串,帶有指定的附加資"
"如果提供的 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
"XrResult.html]XrResult[/url](轉換為整數)成功則回傳[code]true[/code]。否則返"
"回 [code]false[/code] 並列印 [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/html/XrResult.html]XrResult[/url] 轉換為字串,帶有指定的附加資"
"訊。"
msgid "Allows clients to implement OpenXR extensions with GDExtension."
@ -75442,7 +75447,7 @@ msgid ""
"[XROrigin3D]!"
msgstr ""
"如果啟用了手部追踪,則返回由 OpenXR 提供的手 ([param hand]) 的關節 ([param "
"joint]) 的角速度。這是相對於 [XROrigin3D ]"
"joint]) 的角速度。這是相對於 [XROrigin3D]"
msgid ""
"If handtracking is enabled, returns the linear velocity of a joint ([param "
@ -75450,7 +75455,7 @@ msgid ""
"[XROrigin3D] without worldscale applied!"
msgstr ""
"如果啟用手部追踪,則返回由 OpenXR 提供的手 ([param hand]) 的關節 ([param "
"joint]) 的線速度。這是相對於 [XROrigin3D ] 沒有應用世界尺度!"
"joint]) 的線速度。這是相對於 [XROrigin3D] 沒有應用世界尺度!"
msgid ""
"If handtracking is enabled, returns the position of a joint ([param joint]) "
@ -75458,7 +75463,7 @@ msgid ""
"[XROrigin3D] without worldscale applied!"
msgstr ""
"如果啟用手部追踪,則返回 OpenXR 提供的手 ([param hand]) 的關節 ([param "
"joint]) 的位置。這是相對於 [XROrigin3D ] 沒有應用世界尺度!"
"joint]) 的位置。這是相對於 [XROrigin3D] 沒有應用世界尺度!"
msgid ""
"If handtracking is enabled, returns the radius of a joint ([param joint]) of "
@ -75484,6 +75489,18 @@ msgstr ""
msgid "Returns [code]true[/code] if the given action set is active."
msgstr "如果給定的動作集處於活動狀態,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if OpenXR's foveation extension is supported, the "
"interface must be initialized before this returns a valid value.\n"
"[b]Note:[/b] This feature is only available on the compatibility renderer and "
"currently only available on some stand alone headsets. For Vulkan set [member "
"Viewport.vrs_mode] to [code]VRS_XR[/code] on desktop."
msgstr ""
"傳回 [code]true[/code] 如果支援 OpenXRs foveation 擴充,則必須在傳回有效值之前"
"初始化介面。\n"
"[b]注意:[/b] 此功能僅在相容性渲染器上可用,並且目前僅在某些獨立耳機上可用。對"
"於 Vulkan在桌面上將 [member Viewport.vrs_mode] 設定為 [code]VRS_XR[/code]。"
msgid "Sets the given action set as active or inactive."
msgstr "將給定的動作集設定為活動或非活動。"
@ -78927,7 +78944,7 @@ msgstr "[PanelContainer] 的背景樣式。"
msgid ""
"A material that provides a special texture to a [Sky], usually an HDR "
"panorama."
msgstr "提供[天空]特殊紋理的材質,通常是 HDR 全景圖。"
msgstr "提供[Sky]特殊紋理的材質,通常是 HDR 全景圖。"
msgid ""
"A resource referenced in a [Sky] that is used to draw a background. "
@ -88410,9 +88427,9 @@ msgid ""
"[b]Disabled[/b] stretch mode, this scale factor is applied as-is. This can be "
"adjusted to make the UI easier to read on certain displays."
msgstr ""
"用於2D 元素的比例因子乘數。這將乘以由[member 顯示/視窗/拉伸/模式] 確定的最終比"
"例因子。如果使用[b]Disabled[/b ] 拉伸模式,此比例因子按原樣應用。可以對其進行"
"調整以使UI 在某些顯示器上更易於閱讀。"
"用於2D 元素的比例因子乘數。這將乘以由[member display/window/stretch/mode] 確定"
"的最終比例因子。如果使用[b]Disabled[/b] 拉伸模式,此比例因子按原樣應用。可以對"
"其進行調整以使UI 在某些顯示器上更易於閱讀。"
msgid "If [code]true[/code] subwindows are embedded in the main window."
msgstr "如果為 [code]true[/code] 則子視窗是嵌入到主視窗中的。"
@ -88792,9 +88809,9 @@ msgid ""
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.antialiasing])."
msgstr ""
"預設專案字形的字形抗鋸齒模式。請參閱[member FontFile.antialiasing]。\n"
"預設專案字形的字形抗鋸齒模式。請參閱[member FontFile.antialiasing]。\n"
"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠"
"列(請參閱[member ResourceImporterDynamicFont.antialiasing])。"
"列(請參閱[member ResourceImporterDynamicFont.antialiasing])。"
msgid ""
"If set to [code]true[/code], the default font will have mipmaps generated. "
@ -88822,9 +88839,9 @@ msgid ""
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.hinting])."
msgstr ""
"預設專案字型的字型提示模式。請參閱[member FontFile.hinting]。\n"
"預設專案字型的字型提示模式。請參閱[member FontFile.hinting]。\n"
"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠"
"列(請參閱[member ResourceImporterDynamicFont.hinting])。"
"列(請參閱[member ResourceImporterDynamicFont.hinting])。"
msgid ""
"If set to [code]true[/code], the default font will use multichannel signed "
@ -88855,10 +88872,10 @@ msgid ""
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.subpixel_positioning])."
msgstr ""
"預設專案字型的字型字字形子像素定位模式。請參閱[member FontFile."
"預設專案字型的字型字字形子像素定位模式。請參閱[member FontFile."
"subpixel_positioning]。\n"
"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠"
"列(請參閱[member ResourceImporterDynamicFont.subpixel_positioning])。"
"列(請參閱[member ResourceImporterDynamicFont.subpixel_positioning])。"
msgid ""
"The default scale factor for [Control]s, when not overridden by a [Theme].\n"
@ -94656,7 +94673,7 @@ msgstr ""
"對於整數座標,請使用 [Rect2i]。與 [Rect2] 等效的 3D 是 [AABB]。\n"
"[b]注意:[/b] 不支援 [member size] 的負值。對於負大小,大多數 [Rect2] 方法都無"
"法正常運作。使用 [method abs] 取得具有非負大小的等效 [Rect2]。\n"
"[b]注意:[/b] 在布林本文中,如果[member 位置] 和[member 大小] 均為零(等於"
"[b]注意:[/b] 在布林本文中,如果[member position] 和[member size] 均為零(等於"
"[constant Vector2.ZERO]),則[Rect2] 的計算結果為[code]false[/code] )。否則,"
"它的計算結果始終為 [code]true[/code]。"
@ -94678,8 +94695,8 @@ msgid ""
"Constructs a [Rect2] by setting its [member position] to ([param x], [param "
"y]), and its [member size] to ([param width], [param height])."
msgstr ""
"透過將 [member 位置] 設定為 ([param x], [param y]) 並將其 [member 大小] 設"
"為 ([param width], [參數高度]) 。"
"透過將 [member position] 設定為 ([param x], [param y]) 並將其 [member 大小] 設"
"定為 ([param width], [param height]) 。"
msgid ""
"Returns a [Rect2] equivalent to this rectangle, with its width and height "
@ -94699,8 +94716,8 @@ msgid ""
"negative, as most other methods in Godot assume that the [member position] is "
"the top-left corner, and the [member end] is the bottom-right corner."
msgstr ""
"傳回與此矩形等效的[Rect2],其寬度和高度修改為非負值,其[member 位置]為矩形的左"
"上角。\n"
"傳回與此矩形等效的[Rect2],其寬度和高度修改為非負值,其[member position]為矩形"
"的左上角。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2(25, 25, -100, -50)\n"
@ -94712,7 +94729,7 @@ msgstr ""
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]當[member 大小]為負數時建議使用此方法因為Godot中的大多數其他"
"方法都假設[member 位置]是左上角,[member 結束]是右下角。"
"方法都假設[member position]是左上角,[member end]是右下角。"
msgid ""
"Returns [code]true[/code] if this rectangle [i]completely[/i] encloses the "
@ -94781,7 +94798,7 @@ msgid ""
"[/codeblocks]"
msgstr ""
"傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] 會縮"
"小矩形。另請參閱[method Growth_individual] 和[method Growth_side] ]。\n"
"小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)\n"
@ -94914,10 +94931,11 @@ msgid ""
"left corner, and the [member end] is the bottom-right corner. To get an "
"equivalent rectangle with non-negative size, use [method abs]."
msgstr ""
"矩形的寬度和高度,從 [member 位置] 開始。設定此值也會影響 [member 結束] 點。\n"
"矩形的寬度和高度,從 [member position] 開始。設定此值也會影響 [member 結束] "
"點。\n"
"[b]注意:[/b]建議將寬度和高度設為非負值因為Godot中的大多數方法都假設[member "
"位置]是左上角,[member 結束]是底部-右上角。若要獲得非負大小的等效矩形,請使"
"[method abs]。"
"position]是左上角,[member end]是底部-右上角。若要獲得非負大小的等效矩形,請使"
"[method abs]。"
msgid ""
"Returns [code]true[/code] if the [member position] or [member size] of both "
@ -94956,12 +94974,12 @@ msgid ""
"Vector2i.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
msgstr ""
"[Rect2i] 內建 [Variant] 型別表示 2D 空間中的軸對齊矩形,使用整數座標。它由其 "
"[member 位置] 和 [member 大小] 定義],即[Vector2i ],由於它不會旋轉,所以常用"
"於快速重疊測試(參見[method intersects])。\n"
"[member position] 和 [member size] 定義,即[Vector2i],由於它不會旋轉,所以常"
"於快速重疊測試(參見[method intersects])。\n"
"浮點座標,請參見[Rect2]。\n"
"[b]注意:[/b] 不支援 [member size] 的負值。對於負大小,大多數 [Rect2i] 方法都"
"無法正常運作。使用 [method abs] 獲得具有非負大小的等效 [Rect2i]。\n"
"[b]注意:[/b] 在布林本文中,如果[member 位置] 和[member 大小] 均為零(等於"
"[b]注意:[/b] 在布林本文中,如果[member position] 和[member size] 均為零(等於"
"[constant Vector2i.ZERO]),則[Rect2i] 的計算結果為[code]false[/code] )。否"
"則,它的計算結果始終為 [code]true[/code]。"
@ -94986,8 +95004,8 @@ msgid ""
"Constructs a [Rect2i] by setting its [member position] to ([param x], [param "
"y]), and its [member size] to ([param width], [param height])."
msgstr ""
"透過將 [member 位置] 設定為 ([param x], [param y]) 並將其 [member 大小] 設為 "
"([param width], [參數高度]) 。"
"透過將 [member position] 設定為 ([param x], [param y]) 並將其 [member size] 設"
"為 ([param width], [param height]) 。"
msgid ""
"Returns a [Rect2i] equivalent to this rectangle, with its width and height "
@ -95007,8 +95025,8 @@ msgid ""
"negative, as most other methods in Godot assume that the [member position] is "
"the top-left corner, and the [member end] is the bottom-right corner."
msgstr ""
"傳回與此矩形等效的[Rect2i],其寬度和高度修改為非負值,其[member 位置]為矩形的"
"左上角。\n"
"傳回與此矩形等效的[Rect2i],其寬度和高度修改為非負值,其[member position]為矩"
"形的左上角。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2i(25, 25, -100, -50)\n"
@ -95019,8 +95037,8 @@ msgstr ""
"var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]當[member 大小]為負數時建議使用此方法因為Godot中的大多數其他"
"方法都假設[member 位置]是左上角,[member 結束]是右下角。"
"[b]注意:[/b]當[member size]為負數時建議使用此方法因為Godot中的大多數其他"
"方法都假設[member position]是左上角,[member end]是右下角。"
msgid ""
"Returns [code]true[/code] if this [Rect2i] completely encloses another one."
@ -95085,7 +95103,7 @@ msgid ""
"[/codeblocks]"
msgstr ""
"傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] 會縮"
"小矩形。另請參閱[method Growth_individual] 和[method Growth_side] ]。\n"
"小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)\n"
@ -96762,9 +96780,9 @@ msgid ""
"[param width], [param height], [param depth], and [param layers]. This can be "
"used to allow Godot to render onto foreign images."
msgstr ""
"使用給定的[參數型別]、[參數格式]、[參數樣本]、[傳回現有[參數影像] ([程式"
"碼]VkImage[/程式碼])的RID參數usage_flags]、[參數寬度]、[參數高度]、[參數深度]"
"和[參數層]。這可用於允許Godot渲染到外部圖像上。"
"使用給定的[param type]、[param format]、[param samples]、傳回現有[param "
"image] ([code]VkImage[/code])的RID[param usage_flags]、[param width]、[param "
"height]、[param depth]和[param layers]。這可用於允許Godot渲染到外部圖像上。"
msgid ""
"Creates a shared texture using the specified [param view] and the texture "
@ -103418,7 +103436,7 @@ msgstr ""
"Viewport 附加到螢幕。實際上這表示Viewport 的最終結果不會被限制在"
"[code]0-1[/code] 範圍內,並且可以使用在 3D 渲染中無需調整色彩空間。這允許 2D "
"渲染利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果"
"的外觀。此設定與 [member 視窗. use_hdr_2d]。\n"
"的外觀。此設定與 [member Viewport.use_hdr_2d]。\n"
"[b]注意:[/b] 使用GL 相容性渲染器時此設定無效因為出於效能原因GL 相容性渲"
"染器始終在低動態範圍內渲染。"
@ -105705,9 +105723,6 @@ msgstr ""
"[b]注意:[/b]在 C# 中,資源不再被使用後不會立即被釋放。相反,垃圾回收將定期運"
"行,並釋放不再使用的資源。這意味著未使用的資源在被刪除之前會停留一段時間。"
msgid "Resources"
msgstr "資源"
msgid ""
"Override this method to return a custom [RID] when [method get_rid] is called."
msgstr "可以覆蓋此方法,從而在呼叫 [method get_rid] 時返回自訂 [RID]。"
@ -106106,10 +106121,10 @@ msgid ""
"\"disabled\" (bit is [code]false[/code])."
msgstr ""
"用於產生點陣圖的資料來源。\n"
"[b]黑白:[/b] HSV 值大於[member 閾值]的像素將被視為「已啟用」(位元為"
"[b]黑白:[/b] HSV 值大於[member threshold]的像素將被視為「已啟用」(位元為"
"[code]true[/code])。如果像素低於或等於閾值,則將被視為「停用」(位元為"
"[code]false[/code])。\n"
"[b]Alpha[/b] Alpha 值大於[member 閾值]的像素將被視為「啟用」(位元為"
"[b]Alpha[/b] Alpha 值大於[member threshold]的像素將被視為「啟用」(位元為"
"[code]true[/code])。如果像素低於或等於閾值,則將被視為“已停用”(位元為 "
"[code]false[/code])。"
@ -106231,7 +106246,7 @@ msgid ""
msgstr ""
"如果[code]true[/code],如果在此動態字形中找不到字形,則自動使用系統字形作為後"
"備。這使得支援CJK 字元或表情符號更加簡單,因為您不需要在專案中包含 CJK/emoji "
"字形。另請參閱[member 後備]。\n"
"字形。另請參閱[member fallbacks]。\n"
"[b]注意:[/b] 系統字形的外觀會因平台而異。僅 Windows、macOS、Linux、Android "
"和 iOS 支援載入系統字形。"
@ -106263,8 +106278,8 @@ msgstr ""
"[b]LCD 子像素:[/b] 使用子像素模式的抗鋸齒功能使 LCD 顯示器上的字形更加清晰。"
"這是 Windows 和大多數 Linux 發行版上的作業系統所使用的方法。缺點是這可能會在邊"
"緣引入“邊緣”,尤其是在不使用標準 RGB 子像素的顯示技術(例如 OLED 顯示器)上。 "
"LCD 子像素佈局由 [member ProjectSettings.gui/theme/lcd_subpixel_layout] 全域"
"制,這也允許退回到灰階抗鋸齒。"
"LCD 子像素佈局由 [member ProjectSettings.gui/theme/lcd_subpixel_layout] 全域"
"制,這也允許退回到灰階抗鋸齒。"
msgid ""
"List of font fallbacks to use if a glyph isn't found in this dynamic font. "
@ -106283,7 +106298,7 @@ msgid ""
"[member hinting] effective with fonts that don't include hinting data."
msgstr ""
"如果 [code]true[/code],則使用 [url=https://freetype.org/]FreeType[/url] 的自"
"動提示器強制產生字型的提示資料。這將使[member 提示]對不包含提示資料的字形有"
"動提示器強制產生字型的提示資料。這將使[member hinting]對不包含提示資料的字形有"
"效。"
msgid ""
@ -106401,7 +106416,7 @@ msgid ""
"this. See also [member language_support]."
msgstr ""
"覆寫此字形支援的語言腳本列表。如果留空,則由字形元資料提供。通常不需要更改它。"
"另請參閱[member language_support]。"
"另請參閱[member language_support]。"
msgid ""
"Subpixel positioning improves font rendering appearance, especially at "
@ -106486,8 +106501,8 @@ msgstr ""
"例如,[code]0-127[/code](或[code]0x0000-0x007f[/code])表示完整的 ASCII 範"
"圍。再例如,[code]' '-'~'[/code] 等價於 [code]32-127[/code],表示可列印(可"
"見ASCII 字元的範圍。\n"
"確保 [member 字元範圍] 不超過定義的 [member 列] * [member 行] 的數量。否則,字"
"形將無法匯入。"
"確保 [member character_ranges] 不超過定義的 [member columns] * [member rows] "
"的數量。否則,字形將無法匯入。"
msgid "Number of columns in the font image. See also [member rows]."
msgstr "精靈表中的列數。"
@ -106499,7 +106514,7 @@ msgstr ""
"在整個影像兩側進行剪切的邊距。這可用於剪切包含屬性資訊或類似資訊的影像部分。"
msgid "Number of rows in the font image. See also [member columns]."
msgstr "字型映像中的行數。另請參閱 [member ]。"
msgstr "字型映像中的行數。另請參閱 [member columns]。"
msgid ""
"Imports a 3-dimensional texture ([Texture3D]), a [Texture2DArray], a "
@ -106515,7 +106530,7 @@ msgid ""
msgstr ""
"這會匯入 3 維紋理,然後可以在自訂著色器中將其用作 [FogMaterial] 密度圖或 "
"[GPUParticlesAttractorVectorField3D]。另請參閱 [ResourceImporterTexture] 和 "
"[ReureImporterText; ]。"
"[ResourceImporterTextureAtlas]。"
msgid ""
"Controls how color channels should be used in the imported texture.\n"
@ -106584,8 +106599,8 @@ msgstr ""
"如果 [code]false[/code],則在桌面平台上使用速度更快但品質較低的 S3TC 壓縮,在"
"行動裝置/Web 平台上使用 ETC2。使用 S3TC 時DXT1 (BC1) 用於不透明紋理DXT5 "
"(BC3) 用於透明或法線貼圖 (RGTC) 紋理。\n"
"BPTC 和 ASTC 支援 HDR 紋理的 VRAM 壓縮,但 S3TC 和 ETC2 不支援(請參閱"
"[member compress/hdr_compression])。"
"BPTC 和 ASTC 支援 HDR 紋理的 VRAM 壓縮,但 S3TC 和 ETC2 不支援(請參閱[member "
"compress/hdr_compression])。"
msgid ""
"The quality to use when using the [b]Lossy[/b] compression mode. Higher "
@ -106697,8 +106712,8 @@ msgid ""
msgstr ""
"音軌中單一節拍內的小節數量。這僅與希望利用互動音樂功能(尚未實作)的音樂相關,"
"與音效無關。\n"
"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member bar_beats] 編輯器,因為它"
"以讓您預覽變更而無需重新匯入音訊。"
"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member bar_beats] 編輯器,因為它"
"以讓您預覽變更而無需重新匯入音訊。"
msgid ""
"The beat count of the audio track. This is only relevant for music that "
@ -106752,12 +106767,12 @@ msgstr ""
"確定播放到音訊結尾後音訊將開始循環的位置。這可用於僅循環音訊檔案的一部分,這對"
"於某些環境聲音很有用或音樂。該值以相對於音訊開頭的秒數確定。[code]0.0[/code] "
"值將循環整個音訊檔案。\n"
"僅當[member 循環]為[code]true[/code]時才有效。\n"
"僅當[member loop]為[code]true[/code]時才有效。\n"
"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member loop_offset]編輯器,因為它"
"可以讓您預覽變更而無需重新匯入音訊。"
msgid "Imports an OBJ 3D model as a standalone [Mesh] or scene."
msgstr "將 OBJ 3D 模型獨立 [網格] 或場景匯入。"
msgstr "將 OBJ 3D 模型獨立 [Mesh] 或場景匯入。"
msgid ""
"Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single "
@ -106947,7 +106962,7 @@ msgstr ""
"如果[code]true[/code],則產生網格的較低細節變體,這些變體將顯示在遠處以提高渲"
"染效能。並非所有網格都受益於LOD特別是如果它們永遠不會從遠處渲染。停用此功能"
"可以減少輸出檔案大小並加快匯入速度。請參閱[url=$DOCS_URL/tutorials/3d/"
"mesh_lod.html#doc-mesh-lod]網格細節等級(LOD)[/url ] 了解更多。"
"mesh_lod.html#doc-mesh-lod]網格細節等級(LOD)[/url] 了解更多。"
msgid ""
"Configures the meshes' [member GeometryInstance3D.gi_mode] in the 3D scene. "
@ -106966,7 +106981,7 @@ msgid ""
msgstr ""
"控制烘焙光照貼圖上每個紋素的大小。較小的值會導致更精確的光照貼圖,但代價是更大"
"的光照貼圖大小和更長的烘焙時間。\n"
"[b]注意:[/b]僅當[member 網格/light_baking]設定為[b]靜態光照貼圖[/b]時有效。"
"[b]注意:[/b]僅當[member meshes/light_baking]設定為[b]靜態光照貼圖[/b]時有效。"
msgid ""
"If [code]true[/code], [member nodes/root_scale] will be applied to the "
@ -106975,9 +106990,9 @@ msgid ""
"[code]false[/code], [member nodes/root_scale] will multiply the scale of the "
"root node instead."
msgstr ""
"如果[code]true[/code][member 節點/root_scale]將套用於後代節點、網格、動畫、"
"如果[code]true[/code][member nodes/root_scale]將套用於後代節點、網格、動畫、"
"骨骼等。這表示如果您新增稍後在匯入的場景中新增子節點時,它將不會縮放。如果"
"[code]false[/code][member 節點/root_scale] 將乘以根節點的縮放比例。"
"[code]false[/code][member nodes/root_scale] 將乘以根節點的縮放比例。"
msgid ""
"Override for the root node name. If empty, the root node will use what the "
@ -106992,7 +107007,7 @@ msgid ""
"details of how this scale is applied."
msgstr ""
"用於場景根的均勻比例。[code]1.0[/code]的預設值將不會執行任何重新縮放。有關如何"
"執行的詳細信息,請參閱[member 節點/apply_root_scale]套用此比例。"
"執行的詳細信息,請參閱[member nodes/apply_root_scale]套用此比例。"
msgid ""
"Override for the root node type. If empty, the root node will use what the "
@ -107027,8 +107042,8 @@ msgid ""
"is common in models exported from other tools such as Maya."
msgstr ""
"如果選中,則使用命名的 [Skin] 進行動畫。[MeshInstance3D] 節點包含 3 個相關屬"
"性:指向 [Skeleton3D] 節點的骨架 [NodePath](通常是 [ code] ..[/code])、網格和"
"膚:\n"
"性:指向 [Skeleton3D] 節點的骨架 [NodePath](通常是 [code]..[/code])、網格和"
"膚:\n"
"- [Skeleton3D] 節點包含骨骼列表,其中包含名稱、姿勢和休息、名稱和父骨骼。\n"
"- 網格是顯示網格所需的所有原始頂點資料。就網格而言,它知道如何對頂點進行權重繪"
"製,並使用通常從 3D 建模軟體匯入的一些內部編號。\n"
@ -107036,7 +107051,7 @@ msgstr ""
"每一個內部骨骼 ID它都包含兩件事。首先是一個稱為綁定姿勢矩陣、逆綁定矩陣或簡"
"稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member Skins/"
"use_named_skins] 為[code]true[/code]),或骨骼在[Skeleton3D] 列表中的索引(如"
"果[member Skins/use_named_skins] 為[ code] ]假[/程式碼])。\n"
"果[member Skins/use_named_skins] 為[code]false[/code])。\n"
"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來渲染"
"每個 [MeshInstance3D] 的網格。請注意,每個[MeshInstance3D] 可以共享綁定,這在"
"從Blender 匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] 對"
@ -107107,10 +107122,10 @@ msgid ""
"change the existing compress mode on a texture (if it's detected to be used "
"in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will."
msgstr ""
"這會變更偵測到紋理在 3D 中使用時所使用的 [member 壓縮/模式] 選項。\n"
"這會變更偵測到紋理在 3D 中使用時所使用的 [member compress/mode] 選項。\n"
"只有當偵測到紋理正在 3D 中使用時,變更此匯入選項才會生效。將其變更為[b]停用[/"
"b]然後重新匯入不會變更紋理上的現有壓縮模式如果偵測到在3D 中使用),但選擇"
"[b]VRAM 壓縮[/b] 或[b ]Basis通用[/b]將。"
"[b]VRAM 壓縮[/b] 或[b]Basis Universal[/b]將。"
msgid ""
"If [code]true[/code], converts the imported image's colors to match [member "
@ -107123,9 +107138,9 @@ msgid ""
"[b]Note:[/b] Only available for SVG images."
msgstr ""
"如果[code]true[/code],則將匯入影像的顏色轉換為符合[member EditorSettings."
"interface/theme/icon_and_font_color]。這假設影像使用與[完全相同的顏色] "
"url=$DOCS_URL/contributing/development/editor/creating_icons.html]Godot 自己的"
"編輯器圖示調色板[/url],來源檔案是為深色編輯器主題設計的。應該為編輯器插件圖示"
"interface/theme/icon_and_font_color]。這假設影像使用與[url=$DOCS_URL/"
"contributing/development/editor/creating_icons.html]Godot 自己的編輯器圖示調色"
"板[/url]完全相同的顏色,來源檔案是為深色編輯器主題設計的。應該為編輯器插件圖示"
"和自訂類別圖示啟用此功能,但否則應停用。\n"
"[b]注意:[/b] 僅適用於 SVG 影像。"
@ -107191,8 +107206,8 @@ msgstr ""
"您可以在網路上找到的一些 HDR 映像可能已損壞並包含 sRGB 顏色資料(而不是線性顏"
"色資料)。建議不要使用這些檔案。如果絕對必要,請啟用[member process/"
"hdr_as_srgb] 將使它們看起來正確。\n"
"[b]警告:[/b]在格式良好的HDR 影像上啟用[member 程序/hdr_as_srgb] 將導致產生的"
"影像看起來太暗,因此如果不確定,請將其保留在[code]false[/code ] 上。"
"[b]警告:[/b]在格式良好的HDR 影像上啟用[member process/hdr_as_srgb] 將導致產生"
"影像看起來太暗,因此如果不確定,請將其保留在[code]false[/code] 上。"
msgid ""
"If [code]true[/code], clamps exposure in the imported high dynamic range "
@ -107211,7 +107226,7 @@ msgstr ""
"現實生活來源,沒有任何剪輯。\n"
"雖然這些 HDR 全景影像準確反映現實生活,但這可能會導致 Godot 產生的輻射圖在用作"
"背景天空時包含閃光。這可以在材料反射中看到(即使在極端情況下在粗糙材料上)。啟"
"用[member 流程/hdr_clamp_exposure]可以解決此問題。"
"用[member process/hdr_clamp_exposure]可以解決此問題。"
msgid ""
"If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ "
@ -107375,8 +107390,8 @@ msgid ""
"[b]Ping-Pong[/b] or [b]Backward[/b]. This is set in seconds after the "
"beginning of the audio file."
msgstr ""
"當 [member edit/loop_mode] 為 [b]Forward[/b]、[b]Ping-Pong[/b] 或 [b]Backward "
"時所使用的起始循環點[ /b]。這是在音訊檔案開始後的幾秒鐘內設定的。"
"當 [member edit/loop_mode] 為 [b]Forward[/b]、[b]Ping-Pong[/b] 或 "
"[b]Backward[/b] 時所使用的起始循環點。這是在音訊檔案開始後的幾秒鐘內設定的。"
msgid ""
"The end loop point to use when [member edit/loop_mode] is [b]Forward[/b], "
@ -107384,9 +107399,9 @@ msgid ""
"beginning of the audio file. A value of [code]-1[/code] uses the end of the "
"audio file as the end loop point."
msgstr ""
"當 [member edit/loop_mode] 為 [b]Forward[/b]、[b]Ping-Pong[/b] 或 [b]Backward "
"時所使用的結束循環點[ /b]。此設定以音訊檔案開始後的秒為單位。[code]-1[/code] "
"值使用音訊檔案的結尾作為結束循環點。"
"當 [member edit/loop_mode] 為 [b]Forward[/b]、[b]Ping-Pong[/b] 或 "
"[b]Backward[/b] 時所使用的結束循環點。此設定以音訊檔案開始後的秒為單位。"
"[code]-1[/code] 值使用音訊檔案的結尾作為結束循環點。"
msgid ""
"Controls how audio should loop. This is automatically read from the WAV "
@ -107429,9 +107444,9 @@ msgid ""
"trimming to avoid audible pops."
msgstr ""
"如果[code]true[/code],如果標準化後音訊低於-50 dB則自動修剪音訊的開頭和結尾"
"(請參閱[member 編輯/標準化])。這防止檔案在開頭或結尾處靜音,這不必要地增加了"
"檔案的大小,並增加了播放時的延遲。在修剪過程中還使用了 500 個樣本的淡入/淡出週"
"期,以避免聽到爆音。"
"(請參閱[member edit/normalize])。這防止檔案在開頭或結尾處靜音,這不必要地增"
"加了檔案的大小,並增加了播放時的延遲。在修剪過程中還使用了 500 個樣本的淡入/淡"
"出週期,以避免聽到爆音。"
msgid ""
"If [code]true[/code], forces the imported audio to use 8-bit quantization if "
@ -109918,44 +109933,6 @@ msgstr ""
"GROUP_CALL_DEFERRED] 旗標,則方法會在該影格末尾呼叫,與 [method Object."
"set_deferred] 類似。"
msgid ""
"Changes the running scene to the one at the given [param path], after loading "
"it into a [PackedScene] and creating a new instance.\n"
"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param "
"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if "
"that scene cannot be instantiated.\n"
"[b]Note:[/b] The new scene node is added to the tree at the end of the frame. "
"This ensures that both scenes aren't running at the same time, while still "
"freeing the previous scene in a safe way similar to [method Node.queue_free]. "
"As such, you won't be able to access the loaded scene immediately after the "
"[method change_scene_to_file] call."
msgstr ""
"將位於給定路徑 [param path] 的場景載入進一個 [PackedScene] 並新建其實例,然後"
"將正在運作的場景修改為這個場景。\n"
"成功時返回 [constant OK],如果 [param path] 不能被載入到一個 [PackedScene] "
"中,則返回 [constant ERR_CANT_OPEN];如果該場景無法被產生實體,則返回 "
"[constant ERR_CANT_CREATE]。\n"
"[b]注意:[/b]場景改變是延遲的,即新的場景節點是在該影格的末尾新增的。這確保了"
"兩個場景永遠不會同時載入,如果場景太大或在記憶體受限的環境中運作,這會耗盡系統"
"資源。因此,無法在 [method change_scene_to_file] 呼叫後,立即存取到被載入的場"
"景。"
msgid ""
"Changes the running scene to a new instance of the given [PackedScene] (which "
"must be valid).\n"
"Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene "
"cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is "
"invalid.\n"
"[b]Note:[/b] The new scene node is added to the tree at the end of the frame. "
"You won't be able to access it immediately after the [method "
"change_scene_to_packed] call."
msgstr ""
"將正在運作的場景改變為給定 [PackedScene] (必須有效)的一個新實例。\n"
"成功時返回 [constant OK],場景無法產生實體時返回 [constant ERR_CANT_CREATE]"
"場景無效時返回 [constant ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b]場景改變是延遲的,即新的場景節點會在目前影格的末尾新增到場景樹"
"中。無法在呼叫 [method change_scene_to_packed] 後立即存取到它。"
msgid ""
"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] "
"after the given time in seconds elapsed in this [SceneTree].\n"
@ -111177,7 +111154,7 @@ msgstr ""
"制。有關更多信息,請參閱下面的著色器檔案索引。\n"
"多個[ShaderMaterial]可以使用相同的著色器並為著色器製服配置不同的值。\n"
"[b]注意:[/b]基於效能原因,僅當[member Resource.resource_name]變更時才會發出"
"[訊號Resource.changed]訊號。僅在編輯器中,它也會針對 [member 著色器] 變更發"
"[signal Resource.changed]訊號。僅在編輯器中,它也會針對 [member shader] 變更發"
"出。"
msgid ""
@ -113313,7 +113290,7 @@ msgstr ""
"是唯讀的。"
msgid "Defines a 3D environment's background by using a [Material]."
msgstr "使用 [材質] 定義 3D 環境的背景。"
msgstr "使用 [Material] 定義 3D 環境的背景。"
msgid ""
"The [Sky] class uses a [Material] to render a 3D environment's background and "
@ -113614,7 +113591,7 @@ msgid ""
"[code]1.0[/code] (inclusive)."
msgstr ""
"較高的值會導致身體更僵硬,而較低的值將增加身體的彎曲能力。該值可在[code]0.0[/"
"code] 和[code]1.0 [ /code](包含)。"
"code] 和[code]1.0 [/code](包含)。"
msgid ""
"[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping."
@ -123882,8 +123859,8 @@ msgstr ""
"通知呼叫[method _use_tile_data_runtime_update]或[method "
"_tile_data_runtime_update]的TileMap節點將導致不同的結果。這將因此觸發TileMap更"
"新。\n"
"如果提供了[參數層],則僅通知給定層的變更。出於效能原因,通常首選提供 [param "
"layer] 參數(如果適用)。\n"
"如果提供了 [param layer],則僅通知給定層的變更。出於效能原因,通常首選提供 "
"[param layer] 參數(如果適用)。\n"
"[b]警告:[/b] 更新 TileMap 的運算成本很高,並且可能會影響效能。盡量限制該函式"
"的呼叫次數,以避免不必要的更新。\n"
"[b]注意:[/b]這不會觸發 TileMap 的直接更新,更新將照常在影格末尾完成(除非您呼"
@ -124114,8 +124091,8 @@ msgid ""
"TileMap's local coordinate system."
msgstr ""
"TileMap 的象限大小。象限是在單一畫布專案上繪製在一起的一組圖塊,用於優化目的。"
"[member 渲染_quadrant_size] 定義正方形邊長,以形成象限的地圖座標系。因此,預設"
"象限大小將[code]16 * 16 = 256[/code] 個圖塊組合在一起。\n"
"[member rendering_quadrant_size] 定義正方形邊長,以形成象限的地圖座標系。因"
"此,預設象限大小將[code]16 * 16 = 256[/code] 個圖塊組合在一起。\n"
"象限大小不適用於 Y 排序圖層,因為在這種情況下,圖塊會依 Y 位置群組。\n"
"[b]注意:[/b] 由於象限是根據地圖坐標系建立的,因此象限的“正方形形狀”在 "
"TileMap 的本地坐標系中可能看起來不像正方形。"
@ -132385,7 +132362,7 @@ msgid ""
"[b]Note:[/b] [Window]s inside other viewports will not be listed."
msgstr ""
"傳回視窗內可見嵌入 [Window] 的列表。\n"
"[b]注意:[/b] 其他視窗內的[視窗]不會列出。"
"[b]注意:[/b] 其他視窗內的[Window]不會列出。"
msgid ""
"Returns the transform from the viewport's coordinate system to the embedder's "
@ -133430,7 +133407,7 @@ msgid ""
"converted to a script shader behind the scenes."
msgstr ""
"這類提供了一個類似圖形的視覺化編輯器,用於建立[Shader]。雖然[VisualShader] 不"
"需要編碼,但它們與腳本著色器共用相同的邏輯。它們使用[VisualShaderNode ] 可以相"
"需要編碼,但它們與腳本著色器共用相同的邏輯。它們使用[VisualShaderNode] 可以相"
"互連接以控制著色器的流程。視覺著色器圖在幕後轉換為腳本著色器。"
msgid "Using VisualShaders"
@ -138826,9 +138803,8 @@ msgid ""
"affects how [member content_scale_factor] is applied, in addition to the "
"automatic scale factor determined by [member content_scale_size]."
msgstr ""
"用於確定 2D 元素的最終比例因子的策略。除了由 [member content_scale_size] 確定"
"的自動比例因子之外,這還會影響 [member content_scale_factor] 的應用方"
"式。 ,““,““,“錯誤的”,””,”,”"
"用於確定 2D 元素的最終比例因子的策略。除了由 [member content_scale_size] 確定"
"的自動比例因子之外,這還會影響 [member content_scale_factor] 的應用方式。"
msgid "The screen the window is currently on."
msgstr "該視窗目前所在的螢幕。"
@ -139138,8 +139114,8 @@ msgid ""
"focused or not."
msgstr ""
"當滑鼠遊標進入[Window]的可見區域時發出,該區域未被其他[Control]或視窗遮擋,前"
"提是其[member Viewport.gui_disable_input]為[code ]false [/code],不論目前是否"
"於焦點狀態。"
"提是其[member Viewport.gui_disable_input]為[code]false [/code],不論目前是否"
"於焦點狀態。"
msgid ""
"Emitted when the mouse cursor leaves the [Window]'s visible area, that is not "
@ -139148,8 +139124,8 @@ msgid ""
"focused or not."
msgstr ""
"當滑鼠遊標離開[Window]的可見區域時發出,該區域未被其他[Control]或視窗遮擋,前"
"提是其[member Viewport.gui_disable_input]為[code ]false [/code],不論目前是否"
"於焦點狀態。"
"提是其[member Viewport.gui_disable_input]為[code]false [/code],不論目前是否"
"於焦點狀態。"
msgid ""
"Emitted when window title bar decorations are changed, e.g. macOS window "
@ -140699,8 +140675,8 @@ msgid ""
"data for the [member pose] being tracked. The [param tracking] argument "
"indicates whether the tracker is getting updated tracking data."
msgstr ""
"\"當[member 追蹤器]開始或停止接收正在追蹤的[member 姿勢]的更新追蹤資料時發出。"
"[參數追蹤]參數指示追蹤器是否正在取得更新的追蹤資料。"
"當[member tracker]開始或停止接收正在追蹤的[member pose]的更新追蹤資料時發出。"
"[param tracking]參數指示追蹤器是否正在取得更新的追蹤資料。"
msgid "The origin point in AR/VR."
msgstr "AR/VR 的原點。"

View file

@ -13920,44 +13920,15 @@ msgstr "الاسم '%s' هو كلمة أساسية محجوزة في لغة ال
msgid "Add Shader Global Parameter"
msgstr "إضافة معلمة تظليل العالمية"
msgid ""
"This project uses meshes with an outdated mesh format from previous Godot "
"versions. The engine needs to update the format in order to use those "
"meshes.\n"
"\n"
"Press 'Restart & Upgrade' to run the surface upgrade tool which will update "
"and re-save all meshes and scenes. This update will restart the editor and "
"may take several minutes. Upgrading will make the meshes incompatible with "
"previous versions of Godot.\n"
"\n"
"Press 'Upgrade Only' to continue opening the scene as normal. The engine will "
"update each mesh in memory, but the update will not be saved. Choosing this "
"option will lead to slower load times every time this project is loaded."
msgstr ""
"يستخدم هذا المشروع مجسمات ذات تنسيق مجسمي قديم من إصدارات جودات السابقة. "
"يحتاج المحرك إلى تحديث التنسيق لاستخدام تلك المجسمات.\n"
"\n"
"اضغط على \"إعادة التشغيل والترقية\" لتشغيل أداة ترقية السطح التي ستقوم بتحديث "
"جميع المجسمات والمشاهد وإعادة حفظها. سيقوم هذا التحديث بإعادة تشغيل المحرر "
"وقد يستغرق عدة دقائق. ستؤدي الترقية إلى جعل المجسمات غير متوافقة مع الإصدارات "
"السابقة من جودات.\n"
"\n"
"اضغط على \"ترقية فقط\" لمواصلة فتح المشهد كالمعتاد. سيقوم المحرك بتحديث كل "
"مجسم في الذاكرة، ولكن لن يتم حفظ التحديث. سيؤدي اختيار هذا الخيار إلى إبطاء "
"أوقات التحميل في كل مرة يتم فيها تحميل هذا المشروع."
msgid "Restart & Upgrade"
msgstr "إعادة التشغيل والترقية"
msgid "Upgrade Only"
msgstr "ترقية فقط"
msgid "Upgrading All Meshes in Project"
msgstr "ترقية كافة المجسمات في المشروع"
msgid "Attempting to re-save "
msgstr "محاولة إعادة الحفظ. "
msgid "Restart & Upgrade"
msgstr "إعادة التشغيل والترقية"
msgid "Make this panel floating in the screen %d."
msgstr "اجعل هذه اللوحة عائمة على الشاشة %d."

View file

@ -113,7 +113,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-20 14:00+0000\n"
"PO-Revision-Date: 2023-11-27 01:40+0000\n"
"Last-Translator: Cerno_b <cerno.b@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot/"
"de/>\n"
@ -122,7 +122,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Main Thread"
msgstr "Hauptthread"
@ -3764,6 +3764,9 @@ msgstr "Tools"
msgid "Orphan Resource Explorer..."
msgstr "Verwaltung nicht verwendeter Ressourcen …"
msgid "Upgrade Mesh Surfaces..."
msgstr "Aktualisiere Mesh-Oberflächen..."
msgid "Reload Current Project"
msgstr "Aktuelles Projekt neu laden"
@ -3850,7 +3853,7 @@ msgid "Forward+"
msgstr "Forward+"
msgid "Mobile"
msgstr "Mobil"
msgstr "Mobile"
msgid "Compatibility"
msgstr "Kompatibilität"
@ -4628,7 +4631,7 @@ msgstr ""
msgid ""
"Target platform requires '%s' texture compression. Enable 'Import %s' to fix."
msgstr ""
"Die Zielplattform benötigt „%s“-Texturkompression. Bitte in den "
"Die Target-Plattform benötigt „%s“-Texturkompression. Bitte in den "
"Projekteinstellungen „%s importieren“ aktivieren."
msgid "Fix Import"
@ -13496,7 +13499,7 @@ msgid "Localization"
msgstr "Lokalisierung"
msgid "Autoload"
msgstr "Auto-Laden"
msgstr "Autoload"
msgid "Shader Globals"
msgstr "Globale Shader-Variablen"
@ -14223,47 +14226,15 @@ msgstr "Der Name %s ist ein reserviertes Schlüsselwort der Shader-Sprache
msgid "Add Shader Global Parameter"
msgstr "Globalen Parameter für Shader hinzufügen"
msgid ""
"This project uses meshes with an outdated mesh format from previous Godot "
"versions. The engine needs to update the format in order to use those "
"meshes.\n"
"\n"
"Press 'Restart & Upgrade' to run the surface upgrade tool which will update "
"and re-save all meshes and scenes. This update will restart the editor and "
"may take several minutes. Upgrading will make the meshes incompatible with "
"previous versions of Godot.\n"
"\n"
"Press 'Upgrade Only' to continue opening the scene as normal. The engine will "
"update each mesh in memory, but the update will not be saved. Choosing this "
"option will lead to slower load times every time this project is loaded."
msgstr ""
"Dieses Projekt verwendet Meshes mit einem veralteten Mesh-Format aus früheren "
"Godot-Versionen. Die Engine muss das Format aktualisieren, um diese Meshes "
"verwenden zu können.\n"
"\n"
"Drücken Sie \"Neustart & Upgrade\", um das Oberflächen-Upgrade-Tool "
"auszuführen, das alle Meshes und Szenen aktualisiert und neu speichert. Diese "
"Aktualisierung führt zu einem Neustart des Editors und kann einige Minuten "
"dauern. Durch die Aktualisierung werden die Meshes mit früheren Godot-"
"Versionen inkompatibel.\n"
"\n"
"Drücken Sie auf \"Nur Upgraden\", um die Szene wie gewohnt zu öffnen. Die "
"Engine wird jedes Mesh im Speicher aktualisieren, aber die Aktualisierung "
"wird nicht gespeichert. Wenn Sie diese Option wählen, werden die Ladezeiten "
"bei jedem Laden des Projekts länger."
msgid "Restart & Upgrade"
msgstr "Neustart & Upgrade"
msgid "Upgrade Only"
msgstr "Nur Upgrade"
msgid "Upgrading All Meshes in Project"
msgstr "Upgrade alle Meshes im Projekt"
msgid "Attempting to re-save "
msgstr "Versuche neuzuspeichern "
msgid "Restart & Upgrade"
msgstr "Neustart & Upgrade"
msgid "Make this panel floating in the screen %d."
msgstr "Dieses Panel schwebend machen auf Bildschirm %d."

View file

@ -123,14 +123,15 @@
# kxnzen <polcondalgarcia@gmail.com>, 2023.
# simomi 073 <arcemoyanomanuel@gmail.com>, 2023.
# "Hendrick Y. Rodríguez V. (NoVa)" <theyuniorytrodriguez04@gmail.com>, 2023.
# Chimi <tximi.sysaad@gmail.com>, 2023.
# gallegonovato <fran-carro@hotmail.es>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-16 07:52+0000\n"
"Last-Translator: \"Hendrick Y. Rodríguez V. (NoVa)\" "
"<theyuniorytrodriguez04@gmail.com>\n"
"PO-Revision-Date: 2023-11-29 09:42+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot/es/>\n"
"Language: es\n"
@ -138,7 +139,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "Main Thread"
msgstr "Hilo principal"
@ -2017,6 +2018,9 @@ msgstr "Desarrolladores"
msgid "Authors"
msgstr "Autores"
msgid "Patrons"
msgstr "Patrocinadores"
msgid "Platinum Sponsors"
msgstr "Patrocinadores Platino"
@ -2026,6 +2030,18 @@ msgstr "Patrocinadores Oro"
msgid "Silver Sponsors"
msgstr "Patrocinadores Plata"
msgid "Diamond Members"
msgstr "Miembros Diamante"
msgid "Titanium Members"
msgstr "Miembros Titanio"
msgid "Platinum Members"
msgstr "Miembros Platino"
msgid "Gold Members"
msgstr "Miembros Oro"
msgid "Donors"
msgstr "Donantes"
@ -2845,7 +2861,7 @@ msgid "Operators"
msgstr "Operadores"
msgid "Theme Properties"
msgstr "Propiedades del Tema"
msgstr "Propiedades del Theme"
msgid "Colors"
msgstr "Colores"
@ -2906,6 +2922,9 @@ msgstr "Descripciones de Métodos"
msgid "Operator Descriptions"
msgstr "Descripciones de Operador"
msgid "Metadata:"
msgstr "Metadata:"
msgid "Property:"
msgstr "Propiedad:"
@ -2916,7 +2935,10 @@ msgid "Signal:"
msgstr "Señal:"
msgid "Theme Item:"
msgstr "Elemento del Tema:"
msgstr "Ítem del Theme:"
msgid "No description available."
msgstr "No hay descripción disponible."
msgid "%d match."
msgstr "%d coincidencia."
@ -3745,6 +3767,9 @@ msgstr "Herramientas"
msgid "Orphan Resource Explorer..."
msgstr "Explorador de Recursos Huérfanos..."
msgid "Upgrade Mesh Surfaces..."
msgstr "Actualizar Superficies de Malla..."
msgid "Reload Current Project"
msgstr "Recargar proyecto actual"
@ -4063,6 +4088,12 @@ msgstr ""
msgid "Assign..."
msgstr "Asignar..."
msgid "Copy as Text"
msgstr "Copiar como Texto"
msgid "Show Node in Tree"
msgstr "Mostrar Nodo en Árbol"
msgid "Invalid RID"
msgstr "RID inválido"
@ -4636,6 +4667,9 @@ msgstr "¿Eliminar preajuste '%s'?"
msgid "Resources to exclude:"
msgstr "Recursos a excluir:"
msgid "Resources to override export behavior:"
msgstr "Recursos para anular el comportamiento de exportación:"
msgid "Resources to export:"
msgstr "Recursos a exportar:"
@ -4941,6 +4975,9 @@ msgstr "Duplicando carpeta:"
msgid "New Inherited Scene"
msgstr "Nueva Escena Heredada"
msgid "Set as Main Scene"
msgstr "Establecer como Escena Principal"
msgid "Open Scenes"
msgstr "Abrir Escenas"
@ -5052,6 +5089,33 @@ msgstr "Renombrar..."
msgid "Open in External Program"
msgstr "Abrir en un Programa Externo"
msgid "Red"
msgstr "Rojo"
msgid "Orange"
msgstr "Naranja"
msgid "Yellow"
msgstr "Amarillo"
msgid "Green"
msgstr "Verde"
msgid "Teal"
msgstr "Verde Azulado"
msgid "Blue"
msgstr "Azul"
msgid "Purple"
msgstr "Morado"
msgid "Pink"
msgstr "Rosa"
msgid "Gray"
msgstr "Gris"
msgid "Go to previous selected folder/file."
msgstr "Ir a la carpeta/archivo previamente seleccionado."
@ -5061,6 +5125,9 @@ msgstr "Ir a la siguiente carpeta/archivo seleccionado."
msgid "Re-Scan Filesystem"
msgstr "Re-escanear Sistema de Archivos"
msgid "Change Split Mode"
msgstr "Cambiar Modo de División"
msgid "Filter Files"
msgstr "Filtrar Archivos"
@ -6684,6 +6751,9 @@ msgstr "[Global] (crear)"
msgid "Duplicated Animation Name:"
msgstr "Nombre de Animación Duplicado:"
msgid "Onion skinning requires a RESET animation."
msgstr "Onion skinning requiere una animación RESET."
msgid "Play selected animation backwards from current pos. (A)"
msgstr ""
"Reproducir hacia atrás la animación seleccionada desde la posición actual (A)"
@ -7427,13 +7497,13 @@ msgid "Preview Canvas Scale"
msgstr "Previsualizar Escala de Canvas"
msgid "Project theme"
msgstr "Tema del proyecto"
msgstr "Theme del proyecto"
msgid "Editor theme"
msgstr "Editor de Theme"
msgid "Default theme"
msgstr "Theme Predeterminado"
msgstr "Theme predeterminado"
msgid "Preview Theme"
msgstr "Vista Previa del Theme"
@ -7832,6 +7902,18 @@ msgstr ""
"Cuando esta opción está activada, las formas, radios y velocidades de los "
"objetos de evasión serán visibles en el proyecto en ejecución."
msgid "Debug CanvasItem Redraws"
msgstr "Depurar Redibujado de CanvasItems"
msgid ""
"When this option is enabled, redraw requests of 2D objects will become "
"visible (as a short flash) in the running project.\n"
"This is useful to troubleshoot low processor mode."
msgstr ""
"Cuando se habilita esta opción, las solicitudes de redibujo de objetos 2D se "
"vuelven visibles (como un breve destello) en el proyecto en ejecución.\n"
"Esto es útil para solucionar problemas en el modo de procesador bajo."
msgid "Synchronize Scene Changes"
msgstr "Sincronizar Cambios de Escena"
@ -8209,6 +8291,9 @@ msgstr "Crear Malla de Navegación"
msgid "Create Debug Tangents"
msgstr "Crear Tangentes de Depuración"
msgid "No mesh to unwrap."
msgstr "No hay malla que desenvolver."
msgid ""
"Mesh cannot unwrap UVs because it does not belong to the edited scene. Make "
"it unique first."
@ -8236,6 +8321,15 @@ msgstr "Desenvolver UV2"
msgid "Contained Mesh is not of type ArrayMesh."
msgstr "La Malla contenedora no es del tipo ArrayMesh."
msgid "Can't unwrap mesh with blend shapes."
msgstr "No se puede desenvolver la malla con formas de mezcla."
msgid "Only triangles are supported for lightmap unwrap."
msgstr "Sólo se admiten triángulos para desenvolver lightmaps."
msgid "Normals are required for lightmap unwrap."
msgstr "Las normales son necesarias para desenvolver lightmaps."
msgid "UV Unwrap failed, mesh may not be manifold?"
msgstr "Fallo del UV Unwrap ¿la malla podría no ser múltiple?"
@ -9973,6 +10067,12 @@ msgstr "Crear LightOccluder2D"
msgid "LightOccluder2D Preview"
msgstr "Vista Previa de LightOccluder2D"
msgid "Can't convert a sprite from a foreign scene."
msgstr "No se puede convertir un sprite de una escena externa."
msgid "Can't convert an empty sprite to mesh."
msgstr "No se puede convertir un sprite vacío en malla."
msgid "Can't convert a sprite using animation frames to mesh."
msgstr ""
"No se puede convertir en malla un sprite usando fotogramas de animación."
@ -13724,9 +13824,19 @@ msgstr ""
"Desactivar \"editable_instance\" causará que todas las propiedades del nodo "
"vuelvan a sus valores predeterminados."
msgid ""
"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause "
"all properties of the node to be reverted to their default."
msgstr ""
"Al activar \"Cargar como Placeholder\" se desactivará \"Hijos editables\" y "
"todas las propiedades del nodo volverán a sus valores por defecto."
msgid "Make Local"
msgstr "Crear Local"
msgid "Can't toggle unique name for nodes in subscene!"
msgstr "¡No se puede cambiar el nombre único de los nodos en la subescena!"
msgid "Enable Scene Unique Name(s)"
msgstr "Activar Nombre(s) Único(s) de Escena"
@ -13812,6 +13922,9 @@ msgstr "Limpiar Heredado"
msgid "Editable Children"
msgstr "Hijos Editables"
msgid "Load as Placeholder"
msgstr "Cargar como Placeholder"
msgid "Auto Expand to Selected"
msgstr "Auto Expandir a Seleccionado"
@ -14112,6 +14225,15 @@ msgstr "El nombre '%s' es una palabra reservada del lenguaje del shader."
msgid "Add Shader Global Parameter"
msgstr "Añadir Parámetro Global en el Shader"
msgid "Upgrading All Meshes in Project"
msgstr "Actualizar Todas las Mallas del Proyecto"
msgid "Attempting to re-save "
msgstr "Intentar volver a guardar "
msgid "Restart & Upgrade"
msgstr "Reiniciar y Actualizar"
msgid "Make this panel floating in the screen %d."
msgstr "Haz que este panel flote en pantalla %d."
@ -14140,6 +14262,9 @@ msgstr "Cambiar Radio Externo de Torus"
msgid "Invalid type argument to convert(), use TYPE_* constants."
msgstr "Tipo de argumento inválido para 'convert()', utiliza constantes TYPE_*."
msgid "Cannot resize array."
msgstr "No se puede redimensionar el array."
msgid "Step argument is zero!"
msgstr "¡El argumento step es cero!"
@ -14168,6 +14293,9 @@ msgstr ""
msgid "Invalid instance dictionary (invalid subclasses)"
msgstr "El diccionario de instancias no es correcto (subclases erróneas)"
msgid "Cannot instantiate GDScript class."
msgstr "No se puede instanciar la clase GDScript."
msgid "Value of type '%s' can't provide a length."
msgstr "El valor del tipo '%s' no puede proporcionar una longitud."
@ -14376,6 +14504,9 @@ msgstr "Trazar iluminación directa"
msgid "Integrate indirect lighting"
msgstr "Integrar iluminación indirecta"
msgid "Integrate indirect lighting %d%%"
msgstr "Integrar iluminación indirecta %d%%"
msgid "Baking lightprobes"
msgstr "Bakear lightprobes"
@ -14797,6 +14928,9 @@ msgstr "No se ha podido ejecutar en el dispositivo."
msgid "Exporting to Android when using C#/.NET is experimental."
msgstr "Exportar a Android usando C#/.NET es una opción experimental."
msgid "Android architecture %s not supported in C# projects."
msgstr "Arquitectura Android %s no soportada en proyectos C#."
msgid ""
"Android build template not installed in the project. Install it from the "
"Project menu."
@ -14968,9 +15102,16 @@ msgstr "¡No se pudo escribir el archivo del paquete de expansión!"
msgid "Building Android Project (gradle)"
msgstr "Construir Proyecto Android (gradle)"
msgid "Building of Android project failed, check output for the error:"
msgstr ""
"La construcción del proyecto Android falló, comprueba la salida del error:"
msgid "Moving output"
msgstr "Moviendo salida"
msgid "Unable to copy and rename export file:"
msgstr "No se puede copiar y renombrar el archivo de exportación:"
msgid "Package not found: \"%s\"."
msgstr "Paquete no encontrado: \"%s\"."
@ -15046,6 +15187,12 @@ msgstr ""
".ipa sólo se puede construir en macOS. Salir del proyecto Xcode sin construir "
"el paquete."
msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS."
msgstr "La exportación a iOS con C#/.NET es experimental y requiere macOS."
msgid "Exporting to iOS when using C#/.NET is experimental."
msgstr "La exportación a iOS con C#/.NET es experimental."
msgid "Identifier is missing."
msgstr "Falta el identificador."
@ -15217,6 +15364,13 @@ msgid "App sandbox is required for App Store distribution."
msgstr ""
"Se requiere un sandbox de aplicación para la distribución en la App Store."
msgid ""
"'rcodesign' doesn't support signing applications with embedded dynamic "
"libraries (GDExtension or .NET)."
msgstr ""
"rcodesign no admite la firma de aplicaciones con bibliotecas dinámicas "
"incrustadas (GDExtension o .NET)."
msgid "Code signing is required for App Store distribution."
msgstr "Se requiere la firma de código para la distribución en la App Store."
@ -15422,6 +15576,13 @@ msgstr ""
"Las aplicaciones firmadas ad-hoc requieren la autorización 'Desactivar "
"Validación de Librería' para cargar librerías dinámicas."
msgid ""
"'rcodesign' doesn't support signing applications with embedded dynamic "
"libraries."
msgstr ""
"rcodesign no admite la firma de aplicaciones con bibliotecas dinámicas "
"incrustadas."
msgid "Could not create entitlements file."
msgstr "No se pudo crear el archivo de entitlements."
@ -15898,6 +16059,17 @@ msgstr ""
"Una capa TileMap está configurada como ordenada en Y, pero la ordenación en Y "
"no está activada en el propio nodo TileMap."
msgid ""
"The TileMap node is set as Y-sorted, but Y-sort is not enabled on any of the "
"TileMap's layers.\n"
"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be "
"Y-sorted as a whole."
msgstr ""
"El nodo TileMap está configurado como ordenado en Y, pero el ordenado en Y no "
"está activado en ninguna de las capas del TileMap.\n"
"Esto puede dar lugar a comportamientos no deseados, ya que una capa que no "
"esté ordenada en Y se ordenará en Y en su totalidad."
msgid ""
"Isometric TileSet will likely not look as intended without Y-sort enabled for "
"the TileMap and all of its layers."
@ -16554,6 +16726,14 @@ msgstr "Activa el minimapa del Gráfico."
msgid "Automatically arrange selected nodes."
msgstr "Ordena automáticamente los nodos seleccionados."
msgid ""
"Labels with autowrapping enabled must have a custom minimum size configured "
"to work correctly inside a container."
msgstr ""
"Las etiquetas con el ajuste automático habilitado deben tener un tamaño "
"mínimo personalizado configurado para funcionar correctamente dentro de un "
"contenedor."
msgid ""
"The current font does not support rendering one or more characters used in "
"this Label's text."
@ -16674,9 +16854,9 @@ msgid ""
"Data from the original node is kept as a placeholder until this type of node "
"is available again. It can hence be safely re-saved without risk of data loss."
msgstr ""
"Los datos del nodo original se conservan como marcador de posición hasta que "
"este tipo de nodo vuelva a estar disponible. De este modo, pueden volver a "
"guardarse sin riesgo de pérdida de datos."
"Los datos del nodo original se conservan como placeholder hasta que este tipo "
"de nodo vuelva a estar disponible. De este modo, pueden volver a guardarse "
"sin riesgo de pérdida de datos."
msgid ""
"This node is marked as deprecated and will be removed in future versions.\n"

View file

@ -48,8 +48,8 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-18 06:21+0000\n"
"Last-Translator: theBSH <bloodshot1387@hotmail.com>\n"
"PO-Revision-Date: 2023-11-26 13:51+0000\n"
"Last-Translator: John Smith <pkafsharix@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
"godot/fa/>\n"
"Language: fa\n"
@ -57,7 +57,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Main Thread"
msgstr "موضوع اصلی"
@ -2295,6 +2295,32 @@ msgstr "جهت‌یابی، هم دوبعدی هم سه‌بعدی."
msgid "XR (AR and VR)."
msgstr "اکس‌آر (ای‌آر و وی‌آر)."
msgid ""
"RenderingDevice based rendering (if disabled, the OpenGL back-end is "
"required)."
msgstr "رندر بر پایه دستگاه Render (اگر غیرفعال باشد بک اند OpenGL نیاز است)."
msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)."
msgstr "بک اند OpenGL (اگر غیر فعال باشد بک اند دستگاه Render مورد نیاز است)."
msgid "Vulkan back-end of RenderingDevice."
msgstr "بک اند Vulkan از دستگاه Render."
msgid ""
"Fallback implementation of Text Server\n"
"Supports basic text layouts."
msgstr ""
"پیاده سازی Fallback از سرویس دهنده متن\n"
"از چیدمان های ساده متن پشتیبانی می کند."
msgid ""
"Text Server implementation powered by ICU and HarfBuzz libraries.\n"
"Supports complex text layouts, BiDi, and contextual OpenType font features."
msgstr ""
"پیاده سازی سرویس دهنده متن با کمک کتابخانه های ICU و HarfBuzz.\n"
"از چیدمان های پیچیده متن، BiDi و قابلیت های بافتی OpenType فونت پشتیبانی "
"میکند."
msgid "Text Rendering and Font Options:"
msgstr "گزینه‌های رندر متن و فونت:"
@ -3867,6 +3893,9 @@ msgstr "وارد کردن شناسه: %s"
msgid "Error opening scene"
msgstr "خطا در باز کردن صحنه"
msgid "Warning: File exists"
msgstr "هشدار: پرونده وجود دارد"
msgid "Actions..."
msgstr "فعالیت‌ها"
@ -4387,6 +4416,9 @@ msgstr "مرکز"
msgid "Load Curve Preset"
msgstr "بارگیری منحنی ذخیره‌شده"
msgid "Add Curve Point"
msgstr "اضافه کردن نقطه منحنی"
msgid "Remove Curve Point"
msgstr "حذف نقطهٔ منحنی"
@ -4513,7 +4545,7 @@ msgid "Create Outline"
msgstr "ساخت طرح کلی"
msgid "Mesh"
msgstr "مِش"
msgstr "مش"
msgid "Outline Size:"
msgstr "اندازه طرح کلی:"
@ -4557,6 +4589,9 @@ msgstr "اندازه تصادفی:"
msgid "Amount:"
msgstr "مقدار:"
msgid "Set NavigationObstacle3D Vertices"
msgstr "تنظیم رئوس NavigationObstacle3D"
msgid "Edit Poly"
msgstr "ویرایش چندضلعی"
@ -5032,6 +5067,9 @@ msgstr "انتخاب فریم‌ها"
msgid "Frame Order"
msgstr "ترتیب فریم"
msgid "Toggle Settings Panel"
msgstr "تغییر وضعیت تنظیمات پنل"
msgid "Size"
msgstr "اندازه"
@ -5330,12 +5368,39 @@ msgstr "مرتب‌سازی منابع"
msgid "Patterns"
msgstr "الگوها"
msgid "From Source"
msgstr "از منبع"
msgid "From Coords"
msgstr "از مختصات"
msgid "To Source"
msgstr "به منبع"
msgid "Atlas"
msgstr "اطلس"
msgid "Modulate"
msgstr "میزان‌سازی"
msgid "Z Index"
msgstr "اندیس Z"
msgid "Physics Layer %d"
msgstr "لایه فیزیک %d"
msgid "Navigation Layer %d"
msgstr "لایه ناوبری %d"
msgid "Custom Data"
msgstr "داده سفارشی"
msgid "Custom Data %d"
msgstr "داده سفارشی %d"
msgid "No custom data layers"
msgstr "بدون لایه داده سفارشی"
msgid "Setup"
msgstr "آماده‌سازی"
@ -5898,6 +5963,9 @@ msgstr "(همه)"
msgid "Add Input Action"
msgstr "افزودن عمل ورودی"
msgid "Rename Input Action"
msgstr "تغییر نام اکشن ورودی"
msgid "Project Settings (project.godot)"
msgstr "تنظیمات پروژه (project.godot)"

View file

@ -24,8 +24,8 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-12 18:58+0000\n"
"Last-Translator: Aku <akulaku.ap@gmail.com>\n"
"PO-Revision-Date: 2023-11-29 09:42+0000\n"
"Last-Translator: Mitja <mitja.leino@hotmail.com>\n"
"Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/"
"godot/fi/>\n"
"Language: fi\n"
@ -33,7 +33,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.2-dev\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "Main Thread"
msgstr "Pää Säie"
@ -1865,6 +1865,12 @@ msgstr "Kultasponsorit"
msgid "Silver Sponsors"
msgstr "Hopeasponsorit"
msgid "Platinum Members"
msgstr "Platina Jäsenet"
msgid "Gold Members"
msgstr "Kulta Jäsenet"
msgid "Donors"
msgstr "Lahjoittajat"
@ -1923,6 +1929,9 @@ msgstr "Asset \"%s\" asennettu onnistuneesti!"
msgid "Success!"
msgstr "Onnistui!"
msgid "Asset:"
msgstr "Resurssi:"
msgid "Change Install Folder"
msgstr "Muuta Asennus Kansiota"
@ -2097,6 +2106,9 @@ msgstr "Automaattisesti ladattava '%s' on jo olemassa!"
msgid "Rename Autoload"
msgstr "Nimeä automaattisesti ladattava uudelleen"
msgid "Toggle Autoload Globals"
msgstr "Aseta Globaalien Automaattilataus"
msgid "Move Autoload"
msgstr "Siirrä automaattisesti ladattavaa"
@ -2618,12 +2630,24 @@ msgstr "Metodien kuvaukset"
msgid "Operator Descriptions"
msgstr "Operaattori Kuvaukset"
msgid "Metadata:"
msgstr "Metadata:"
msgid "Property:"
msgstr "Ominaisuus:"
msgid "Method:"
msgstr "Metodi:"
msgid "Signal:"
msgstr "Signaali:"
msgid "Theme Item:"
msgstr "Teeman Osa:"
msgid "No description available."
msgstr "Kuvaus ei ole saatavilla."
msgid "%d match."
msgstr "%d osuma."
@ -2837,6 +2861,9 @@ msgstr "Vaihdettu kielisuodattimen tila"
msgid "[Default]"
msgstr "[Oletus]"
msgid "Select a Locale"
msgstr "Valitse Alueasetus"
msgid "Show All Locales"
msgstr "Näytä kaikki kielialueet"
@ -3346,6 +3373,9 @@ msgstr "Seuraava Kohtaus Välilehti"
msgid "Previous Scene Tab"
msgstr "Edellinen Kohtaus Välilehti"
msgid "Command Palette"
msgstr "Komentorivi"
msgid "New Scene"
msgstr "Uusi kohtaus"
@ -3364,6 +3394,9 @@ msgstr "Avaa viimeaikainen"
msgid "Save Scene"
msgstr "Tallenna kohtaus"
msgid "Export As..."
msgstr "Vie..."
msgid "MeshLibrary..."
msgstr "Mesh-kirjastoksi..."
@ -3412,6 +3445,9 @@ msgstr "Editori"
msgid "Editor Settings..."
msgstr "Editorin asetukset..."
msgid "Command Palette..."
msgstr "Komentopaletti..."
msgid "Editor Layout"
msgstr "Editorin ulkoasu"
@ -3484,6 +3520,9 @@ msgstr "Mobiili"
msgid "Compatibility"
msgstr "Yhteensopivuus"
msgid "Changing the renderer requires restarting the editor."
msgstr "Näyttöajurin vaihtaminen edellyttää editorin uudelleenkäynnistystä."
msgid "Update Continuously"
msgstr "Päivitä jatkuvasti"
@ -3523,6 +3562,9 @@ msgstr "Hallinnoi malleja"
msgid "Install from file"
msgstr "Asenna tiedostosta"
msgid "Select Android sources file"
msgstr "Valitse android-lähdetiedosto"
msgid ""
"The Android build template is already installed in this project and it won't "
"be overwritten.\n"
@ -3667,6 +3709,12 @@ msgstr "<tyhjä>"
msgid "Assign..."
msgstr "Aseta..."
msgid "Copy as Text"
msgstr "Kopioi Tekstinä"
msgid "Show Node in Tree"
msgstr "Näytä Solmu Puussa"
msgid "Invalid RID"
msgstr "Virheellinen RID"
@ -3764,6 +3812,9 @@ msgstr "Uusi skripti"
msgid "Extend Script"
msgstr "Laajenna skriptiä"
msgid "New Shader"
msgstr "Uusi Shader"
msgid "No Remote Debug export presets configured."
msgstr "Ei Etädebuggaus vientiasetuksia konfiguroitu."
@ -3779,6 +3830,9 @@ msgstr ""
"Ole hyvä ja lisää ajettava esiasetus Vienti-valikosta tai määrittele olemassa "
"oleva esiasetus ajettavaksi."
msgid "Project Run"
msgstr "Aja Projekti"
msgid "Write your logic in the _run() method."
msgstr "Kirjoita logiikka _run() metodiin."
@ -3818,6 +3872,30 @@ msgstr "Pikanäppäimet"
msgid "Binding"
msgstr "Sidonta"
msgid "Left Stick Left, Joystick 0 Left"
msgstr "Vasen Sauva Vasemmalle, Tatti 0 Vasemmalle"
msgid "Left Stick Right, Joystick 0 Right"
msgstr "Vasen Sauva Oikealle, Tatti 0 Oikealle"
msgid "Left Stick Up, Joystick 0 Up"
msgstr "Vasen Sauva Ylös, Tatti 0 Ylös"
msgid "Left Stick Down, Joystick 0 Down"
msgstr "Vasen Sauva Alas, Tatti 0 Alas"
msgid "Right Stick Left, Joystick 1 Left"
msgstr "Oikea Sauva Vasemmalle, Tatti 1 Vasemmalle"
msgid "Right Stick Right, Joystick 1 Right"
msgstr "Oikea Sauva Oikealle, Tatti 1 Oikealle"
msgid "Right Stick Up, Joystick 1 Up"
msgstr "Oikea Sauva Ylös, Tatti 1 Ylös"
msgid "Right Stick Down, Joystick 1 Down"
msgstr "Oikea Sauva Alas, Tatti 1 Alas"
msgid "Joystick 2 Left"
msgstr "Tatti 2 Vasemmalle"
@ -3836,6 +3914,18 @@ msgstr "Tatti 3 Ylös"
msgid "Joystick 3 Down"
msgstr "Tatti 3 Alas"
msgid "Joystick 4 Left"
msgstr "Tatti 4 Vasemmalle"
msgid "Joystick 4 Right"
msgstr "Tatti 4 Oikealle"
msgid "Joystick 4 Up"
msgstr "Tatti 4 Ylös"
msgid "Joystick 4 Down"
msgstr "Tatti 4 Alas"
msgid "or"
msgstr "tai"
@ -4133,6 +4223,9 @@ msgid ""
msgstr ""
"Kohdealusta tarvitsee '%s' tekstuuripakkausta. Kytke 'Import %s' päälle."
msgid "Fix Import"
msgstr "Korjaa Tuonti"
msgid "Runnable"
msgstr "Suoritettava"
@ -4383,6 +4476,9 @@ msgstr "Kahdennetaan kansio:"
msgid "New Inherited Scene"
msgstr "Uusi peritty kohtaus"
msgid "Set as Main Scene"
msgstr "Aseta Pääkohtaukseksi"
msgid "Open Scenes"
msgstr "Avaa kohtaukset"
@ -4494,6 +4590,33 @@ msgstr "Nimeä uudelleen..."
msgid "Open in External Program"
msgstr "Avaa Ulkopuolisessa Ohjelmassa"
msgid "Red"
msgstr "Punainen"
msgid "Orange"
msgstr "Oranssi"
msgid "Yellow"
msgstr "Keltainen"
msgid "Green"
msgstr "Vihreä"
msgid "Teal"
msgstr "Sinivihreä"
msgid "Blue"
msgstr "Sininen"
msgid "Purple"
msgstr "Violetti"
msgid "Pink"
msgstr "Pinkki"
msgid "Gray"
msgstr "Harmaa"
msgid "Go to previous selected folder/file."
msgstr "Siirry edelliseen kansioon/tiedostoon."
@ -4833,6 +4956,9 @@ msgstr "Poista solmun lukitus"
msgid "Button Group"
msgstr "Painikeryhmä"
msgid "Disable Scene Unique Name"
msgstr "Poista Kohtauksen Uniikki Nimi Käytöstä"
msgid "(Connecting From)"
msgstr "(Yhdistetään paikasta)"
@ -4924,6 +5050,9 @@ msgstr "Silmukka:"
msgid "BPM:"
msgstr "Iskua Minuutissa:"
msgid "Beat Count:"
msgstr "Tahtien Määrä:"
msgid "Music Playback:"
msgstr "Toista Musiikki:"
@ -4949,6 +5078,9 @@ msgstr "Konfiguraatio:"
msgid "Add configuration"
msgstr "Lisää konfiguraatio"
msgid "Pre-Import Scene"
msgstr "Esituo Kohtaus"
msgid "Importing Scene..."
msgstr "Tuodaan kohtausta..."
@ -5088,6 +5220,13 @@ msgstr "Esivalinta"
msgid "Advanced..."
msgstr "Edistyneet..."
msgid ""
"WARNING: Assets exist that use this resource. They may stop loading properly "
"after changing type."
msgstr ""
"VAROITUS: Tällä resurssilla on sitä käyttäviä assetteja. Ne voivat lakata "
"latautumasta kunnolla tyypin muuttamisen jälkeen."
msgid ""
"Select a resource file in the filesystem or in the inspector to adjust import "
"settings."
@ -6030,6 +6169,9 @@ msgstr "Assettien zip-tiedosto"
msgid "Audio Preview Play/Pause"
msgstr "Äänen esikuuntelun toisto/keskeytys"
msgid "Bone Picker:"
msgstr "Luu Valitsin:"
msgid "Preview"
msgstr "Esikatselu"
@ -6300,6 +6442,9 @@ msgstr "Lukitse valitut solmut"
msgid "Unlock Selected Node(s)"
msgstr "Vapauta valitut solmut"
msgid "Make selected node's children not selectable."
msgstr "Tee valitun solmun alisolmuista valitsemattomia."
msgid "Group Selected Node(s)"
msgstr "Ryhmitä valitut solmut"
@ -6414,6 +6559,10 @@ msgstr "Jaa ruudukon välistys kahdella"
msgid "Adding %s..."
msgstr "Lisätään %s..."
msgid "Drag and drop to add as child of current scene's root node."
msgstr ""
"Raahaa ja pudota lisätäksesi nykyisen kohtauksen juurisolmun alisolmuksi."
msgid "Hold %s when dropping to add as child of selected node."
msgstr ""
"Pidä %s pohjassa pudottaessa lisätäksesi jälkeiläiseksi valittuun solmuun."
@ -6430,9 +6579,15 @@ msgstr "Ei voida luoda ilmentymiä useasta solmusta ilman juurta."
msgid "Create Node"
msgstr "Luo solmu"
msgid "Error instantiating scene from %s"
msgstr "Virhe luodessa ilmentymää kohteesta %s"
msgid "Change Default Type"
msgstr "Muuta oletustyyppiä"
msgid "Set Target Position"
msgstr "Aseta kohdesijainti"
msgid "Set Handle"
msgstr "Aseta kahva"
@ -6445,6 +6600,12 @@ msgstr "Tämä solmu on containerin lapsi."
msgid "Use container properties for positioning."
msgstr "Käytä containerin ominaisuuksia sijoittamiseen."
msgid "Collapse positioning hint."
msgstr "Piilota sijainnin vihje."
msgid "Expand positioning hint."
msgstr "Laajenna sijainnin vihje."
msgid "Fill"
msgstr "Täytä"
@ -6511,9 +6672,15 @@ msgstr "Täysi ruutu"
msgid "Horizontal alignment"
msgstr "Vaakasuora kohdistus"
msgid "Vertical alignment"
msgstr "Pystysuuntainen kohdistus"
msgid "Load Emission Mask"
msgstr "Lataa emissiomaski"
msgid "CPUParticles2D"
msgstr "CPUPartikkelit2D"
msgid "Generated Point Count:"
msgstr "Luotujen pisteiden määrä:"
@ -6532,6 +6699,12 @@ msgstr "Suunnatut reunapikselit"
msgid "Centered"
msgstr "Keskitetty"
msgid "Capture Colors from Pixel"
msgstr "Nappaa Värit Pikselistä"
msgid "CPUParticles3D"
msgstr "CPUPartikkelit3D"
msgid "Create Emission Points From Node"
msgstr "Luo säteilypisteet solmusta"
@ -6559,6 +6732,9 @@ msgstr "Hidasta lopussa"
msgid "Smoothstep"
msgstr "Pehmeä askellus"
msgid "Toggle Grid Snap"
msgstr "Vaihda Ruudukon Tartunta Päälle/Pois"
msgid "Debug with External Editor"
msgstr "Debuggaa ulkoisella editorilla"
@ -6676,6 +6852,13 @@ msgstr "Mitat: %d × %d"
msgid "Overrides (%d)"
msgstr "Ylikirjoittaa (%d)"
msgctxt "Locale"
msgid "Add Script"
msgstr "Lisää Skripti"
msgid "Add Locale"
msgstr "Lisää Kielialue"
msgid "Variation Coordinates (%d)"
msgstr "Vaihtelu Koordinaatit (%d)"
@ -6718,6 +6901,9 @@ msgstr "Muuta sylinterimuodon korkeutta"
msgid "Change Particles AABB"
msgstr "Muuta partikkelien AABB"
msgid "Change Radius"
msgstr "Muuta Sädettä"
msgid "Change Light Radius"
msgstr "Muuta valon sädettä"
@ -6733,6 +6919,9 @@ msgstr "Kartoita näkyvä alue"
msgid "Clear Emission Mask"
msgstr "Tyhjennä emissiomaski"
msgid "GPUParticles2D"
msgstr "GPUPartikkelit2D"
msgid "Generation Time (sec):"
msgstr "Luontiaika (s):"
@ -6742,6 +6931,9 @@ msgstr "Geometrian tahkot eivät sisällä mitään alaa."
msgid "The geometry doesn't contain any faces."
msgstr "Geometria ei sisällä yhtään tahkoja."
msgid "\"%s\" doesn't inherit from Node3D."
msgstr "\"%s\" ei periydy Node3D solmusta."
msgid "\"%s\" doesn't contain geometry."
msgstr "\"%s\" ei sisällä geometriaa."
@ -6766,9 +6958,27 @@ msgstr "Tilavuus"
msgid "Emission Source:"
msgstr "Emission lähde:"
msgid "Convert to CPUParticles3D"
msgstr "Muunna CPUParticles3D:ksi"
msgid "Generate Visibility AABB"
msgstr "Kartoita näkyvä alue"
msgid "GPUParticles3D"
msgstr "GPUPartikkelit3D"
msgid "Generate AABB"
msgstr "Generoi AABB"
msgid "Low"
msgstr "Alhainen"
msgid "Moderate"
msgstr "Kohtalainen"
msgid "High"
msgstr "Korkea"
msgid "Cell size: %s"
msgstr "Solun koko: %s"
@ -8745,6 +8955,9 @@ msgstr "Ei fysiikka kerroksia"
msgid "Navigation Layer %d"
msgstr "Navigointi Kerros %d"
msgid "Custom Data %d"
msgstr "Mukautettu Data %d"
msgid "Select tiles."
msgstr "Valitse laatat."
@ -9945,6 +10158,9 @@ msgstr "Tiedosto nimi ei kelpaa."
msgid "Invalid root node name characters have been replaced."
msgstr "Virheelliset merkit on korvattu juuri solmun nimestä."
msgid "Root Type:"
msgstr "Juuren Tyyppi:"
msgid "2D Scene"
msgstr "2D-kohtaus"
@ -9954,6 +10170,9 @@ msgstr "3D-kohtaus"
msgid "User Interface"
msgstr "Käyttöliittymä"
msgid "Root Name:"
msgstr "Juuren Nimi:"
msgid "Root node valid."
msgstr "Juurisolmu validi."
@ -10101,6 +10320,9 @@ msgstr "Virhe kohtauksen kopioimisessa sen tallentamiseksi."
msgid "Sub-Resources"
msgstr "Aliresurssit"
msgid "Revoke Unique Name"
msgstr "Peru Yksilöllinen Nimi"
msgid "Access as Unique Name"
msgstr "Käytä Uniikilla Nimellä"
@ -10152,6 +10374,9 @@ msgstr "Vaihda solmulle uusi isäntä"
msgid "Make Scene Root"
msgstr "Tee kohtauksen juuri"
msgid "Toggle Access as Unique Name"
msgstr "Vaihda Käyttö Yksilöllisellä Nimellä"
msgid "Delete (No Confirm)"
msgstr "Poista (ei varmistusta)"
@ -11267,6 +11492,9 @@ msgstr "Vastaavaa rakentaa ei löytynyt: '%s':lle."
msgid "No matching function found for: '%s'."
msgstr "Vastaavaa funktiota ei löytynyt: '%s':lle."
msgid "Unexpected end of expression."
msgstr "Lausekkeen odottamaton loppu."
msgid "Invalid arguments to operator '%s': '%s'."
msgstr "Virheelliset argumentit operaattorille '%s': '%s'"
@ -11324,6 +11552,12 @@ msgstr "Uudelleen määritetty '%s'."
msgid "Invalid argument name."
msgstr "Virheellinen argumentin nimi."
msgid "Missing condition."
msgstr "Ehto puuttuu."
msgid "Condition evaluation error."
msgstr "Virhe ehdon arvioinnissa."
msgid "The const '%s' is declared but never used."
msgstr "Vakio '%s' on määritelty, mutta ei käytetty."

View file

@ -13816,41 +13816,12 @@ msgstr "Le paramètre global de shaders '%s' existe déjà"
msgid "Name '%s' is a reserved shader language keyword."
msgstr "Le nom '%s' est un mot-clé réservé du langage de shader."
msgid ""
"This project uses meshes with an outdated mesh format from previous Godot "
"versions. The engine needs to update the format in order to use those "
"meshes.\n"
"\n"
"Press 'Restart & Upgrade' to run the surface upgrade tool which will update "
"and re-save all meshes and scenes. This update will restart the editor and "
"may take several minutes. Upgrading will make the meshes incompatible with "
"previous versions of Godot.\n"
"\n"
"Press 'Upgrade Only' to continue opening the scene as normal. The engine will "
"update each mesh in memory, but the update will not be saved. Choosing this "
"option will lead to slower load times every time this project is loaded."
msgstr ""
"Ce projet utilise des maillages dont le format est obsolète et qui "
"proviennent de versions antérieures de Godot. Le moteur doit mettre à jour le "
"format afin d'utiliser ces maillages.\n"
"\n"
"Appuyez sur \" Redémarrer et mettre à jour \" pour lancer l'outil de mise à "
"jour de la surface qui mettra à jour et réenregistrera tous les maillages et "
"toutes les scènes. Cette mise à jour redémarre l'éditeur et peut prendre "
"plusieurs minutes. La mise à jour rendra les maillages incompatibles avec les "
"versions précédentes de Godot.\n"
"\n"
"Appuyez sur \"Mettre à jour seulement\" pour continuer à ouvrir la scène "
"normalement. Le moteur mettra à jour chaque mesh en mémoire, mais la mise à "
"jour ne sera pas sauvegardée. Le choix de cette option entraînera des temps "
"de chargement plus lents à chaque fois que ce projet sera chargé."
msgid "Attempting to re-save "
msgstr "Tentative de ré-enregistrer "
msgid "Restart & Upgrade"
msgstr "Redémarrer et mettre à jour"
msgid "Attempting to re-save "
msgstr "Tentative de ré-enregistrer "
msgid "Make this panel floating in the screen %d."
msgstr "Rendre ce panneau flottant sur l'écran %d."

View file

@ -61,7 +61,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-21 15:04+0000\n"
"PO-Revision-Date: 2023-11-28 04:14+0000\n"
"Last-Translator: Tito <ijavadroid@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot/id/>\n"
@ -70,7 +70,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "Main Thread"
msgstr "Utas Utama"
@ -1276,6 +1276,14 @@ msgstr "Ganti Semua"
msgid "Selection Only"
msgstr "Hanya yang Dipilih"
msgctxt "Indentation"
msgid "Spaces"
msgstr "Sepasi"
msgctxt "Indentation"
msgid "Tabs"
msgstr "Tab"
msgid "Toggle Scripts Panel"
msgstr "Jungkitkan Panel Skrip"
@ -1688,6 +1696,9 @@ msgstr "Putuskan"
msgid "Continue"
msgstr "Lanjutkan"
msgid "Thread:"
msgstr "Untai:"
msgid "Stack Frames"
msgstr "Stack Frame"
@ -1869,6 +1880,12 @@ msgstr "Nama folder tidak boleh kosong."
msgid "Folder name contains invalid characters."
msgstr "Nama folder berisi karakter yang tidak valid."
msgid "Folder name cannot begin or end with a space."
msgstr "Nama folder tidak boleh dimulai atau di akhiri dengan spasi."
msgid "Folder name cannot begin with a dot."
msgstr "Nama folder tidak boleh dimulai atau di akhiri dengan titik."
msgid "File with that name already exists."
msgstr "File dengan nama itu sudah ada."
@ -1917,6 +1934,9 @@ msgstr "Pengembang"
msgid "Authors"
msgstr "Pengarang"
msgid "Patrons"
msgstr "Patron"
msgid "Platinum Sponsors"
msgstr "Sponsor Platinum"
@ -1926,6 +1946,15 @@ msgstr "Sponsor Emas"
msgid "Silver Sponsors"
msgstr "Donatur Perak"
msgid "Diamond Members"
msgstr "Donatur Bertingkat Diamon"
msgid "Titanium Members"
msgstr "Donatur Bertingkat Titanium"
msgid "Gold Members"
msgstr "Donatur Bertingkat Gold"
msgid "Donors"
msgstr "Donatur"
@ -1961,6 +1990,19 @@ msgstr "Gagal saat membuka berkas aset untuk \"%s\" (tidak dalam format ZIP)."
msgid "%s (already exists)"
msgstr "%s (sudah ada)"
msgid "%d file conflicts with your project and won't be installed"
msgid_plural "%d files conflict with your project and won't be installed"
msgstr[0] "%d file konflik denfan proyek anda dan tidak mau di pasang"
msgid "This asset doesn't have a root directory, so it can't be ignored."
msgstr "Aset ini tidak memiliki folder akar, jadi tudak dapat di abaikan."
msgid "Ignore the root directory when extracting files."
msgstr "Abaikan direktori akar ketika meng ekstrak file."
msgid "Select Install Folder"
msgstr "Pilih Folder Pemasangan"
msgid "Uncompressing Assets"
msgstr "Membuka Aset Terkompresi"
@ -1976,6 +2018,38 @@ msgstr "Aset \"%s\" sukses terpasang!"
msgid "Success!"
msgstr "Sukses!"
msgid "Asset:"
msgstr "Aset:"
msgid "Open the list of the asset contents and select which files to install."
msgstr ""
"Buka daftar konten dalam pustaka aset dan pilih file mana yang akan di pasang."
msgid "Change Install Folder"
msgstr "Ganti Folder Pemasangan"
msgid ""
"Change the folder where the contents of the asset are going to be installed."
msgstr "Ganti folder dimana konten aset yang akan di pasang."
msgid "Ignore asset root"
msgstr "Lewati direktori akar"
msgid "No files conflict with your project"
msgstr "Tidak ada konflik dengan proyek anda"
msgid "Show contents of the asset and conflicting files."
msgstr "Tampilkan konten aset dan file-file yang konflik."
msgid "Contents of the asset:"
msgstr "Konten-konten dari aset:"
msgid "Installation preview:"
msgstr "Pratinjau pemasangan:"
msgid "Configure Asset Before Installing"
msgstr "Atur aset terlebih dahulu sebelum pemasangan"
msgid "Install"
msgstr "Pasang"
@ -2346,6 +2420,14 @@ msgstr "Paksa kelas ssat terdeteksi:"
msgid "Edit Build Configuration Profile"
msgstr "Edit Konfigurasi Build Profil"
msgid ""
"Failed to execute command \"%s\":\n"
"%s."
msgstr ""
"Gagal mengeksekusi perintah \"\n"
"%s\":\n"
"%s."
msgid "Filter Commands"
msgstr "Perintah Filter"
@ -2577,6 +2659,29 @@ msgstr ""
msgid "Error codes returned:"
msgstr "Kode kesalahan dikembalikan:"
msgid "There is currently no description for this method."
msgstr "Saat ini tidak ada deskripsi untuk fungsi ini."
msgid "There is currently no description for this constructor."
msgstr "Saat ini tidak ada deskripsi untuk konstruktor ini."
msgid "There is currently no description for this operator."
msgstr "Saat ini belum ada deskripsi untuk properti ini."
msgid ""
"There is currently no description for this method. Please help us by "
"[color=$color][url=$url]contributing one[/url][/color]!"
msgstr ""
"Saat ini belum ada deskripsi untuk fungsi ini. Tolong bantu kami dengan "
"[color=$color][url=$url]kontribusi[/url][/color]!"
msgid ""
"There is currently no description for this constructor. Please help us by "
"[color=$color][url=$url]contributing one[/url][/color]!"
msgstr ""
"Saat ini belum ada deskripsi untuk konstruktor ini. Tolong bantu kami dengan "
"[color=$color][url=$url]kontribusi[/url][/color]!"
msgid "Top"
msgstr "Atas"
@ -2615,6 +2720,17 @@ msgstr ""
"Saat ini belum ada deskripsi untuk kelas ini. Tolong bantu kami dengan "
"[color=$color][url=$url]kontribusi[/url][/color]!"
msgid "Note:"
msgstr "Catatan:"
msgid ""
"There are notable differences when using this API with C#. See [url=%s]C# API "
"differences to GDScript[/url] for more information."
msgstr ""
"Tidak ada catatan perbedaan ketika menggunakan API ini dengan C#. Lihat "
"[url=%s]Perbedaan Antara C# API dan GDScript[/url] untuk informasi lebih "
"lanjut."
msgid "Online Tutorials"
msgstr "Tutorial Daring"
@ -2698,12 +2814,24 @@ msgstr "Deskripsi Method"
msgid "Operator Descriptions"
msgstr "Deskripsi Operator"
msgid "Metadata:"
msgstr "Metadata:"
msgid "Property:"
msgstr "Properti:"
msgid "Method:"
msgstr "Fungsi:"
msgid "Signal:"
msgstr "Sinyal:"
msgid "Theme Item:"
msgstr "Item Tema:"
msgid "No description available."
msgstr "Tidak ada deskripsi yang tersedia."
msgid "%d match."
msgstr "Ditemukan %d kecocokan."
@ -3368,6 +3496,18 @@ msgstr "Bawaan"
msgid "This scene was never saved."
msgstr "Tidak bisa memuat ulang adegan yang belum pernah disimpan."
msgid "%d second ago"
msgid_plural "%d seconds ago"
msgstr[0] "%d detik yang lalu"
msgid "%d minute ago"
msgid_plural "%d minutes ago"
msgstr[0] "%d menit yang lalu"
msgid "%d hour ago"
msgid_plural "%d hours ago"
msgstr[0] "%d jam yang lalu"
msgid ""
"Scene \"%s\" has unsaved changes.\n"
"Last saved: %s."
@ -3378,6 +3518,9 @@ msgstr ""
msgid "Save & Close"
msgstr "Simpan & Tutup"
msgid "Save before closing?"
msgstr "Simpan perubahan sebelum menutupnya?"
msgid "%d more files or folders"
msgstr "%d file atau folder lagi"
@ -3489,6 +3632,9 @@ msgstr "Alat-alat"
msgid "Orphan Resource Explorer..."
msgstr "Penjelajah Resource Orphan..."
msgid "Upgrade Mesh Surfaces..."
msgstr "Tingkatkan Permukaan Mesh..."
msgid "Reload Current Project"
msgstr "Muat Ulang Project Saat Ini"
@ -3684,6 +3830,9 @@ msgstr "Muat Ulang"
msgid "Resave"
msgstr "Simpan Ulang"
msgid "Version Control Settings..."
msgstr "Pengaturan Kontrol Versi..."
msgid "New Inherited"
msgstr "Turunan Baru"
@ -3794,6 +3943,12 @@ msgstr ""
msgid "Assign..."
msgstr "Terapkan.."
msgid "Copy as Text"
msgstr "Salin sebagai Teks"
msgid "Show Node in Tree"
msgstr "Tampilkan Node dalam Daftar"
msgid "Invalid RID"
msgstr "RID tidak valid"
@ -3892,6 +4047,9 @@ msgstr "Tampilkan dalam FileSystem"
msgid "Convert to %s"
msgstr "Konversi ke %s"
msgid "Select resources to make unique:"
msgstr "Pilih berkas untuk membuatnya unik:"
msgid "New %s"
msgstr "%s baru"
@ -3939,6 +4097,12 @@ msgstr "Urungkan: %s"
msgid "Redo: %s"
msgstr "Ulangi: %s"
msgid "Edit Built-in Action: %s"
msgstr "Edit Tindakan Bawaan:%s"
msgid "Edit Shortcut: %s"
msgstr "Edit Pintasan:%s"
msgid "Common"
msgstr "Umum"
@ -4122,6 +4286,9 @@ msgstr "Penyematan PCK"
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
msgstr "Pada ekspor 32-bit PCK yang ditanamkan tidak boleh lebih dari 4GiB."
msgid "Plugin \"%s\" is not supported on \"%s\""
msgstr "Plugin \"%s\" tidak didukung pada \"%s\""
msgid "Open the folder containing these templates."
msgstr "Buka folder yang berisi template ini."
@ -11122,6 +11289,9 @@ msgstr "Pengaturan Proyek (project.godot)"
msgid "Advanced Settings"
msgstr "Setelan Lanjutan"
msgid "Select a Setting or Type its Name"
msgstr "Pilih Pengaturan atau Ketik Namanya"
msgid "Input Map"
msgstr "Pemetaan Input"

View file

@ -68,8 +68,8 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-18 06:21+0000\n"
"Last-Translator: ueshita <nalto32@gmail.com>\n"
"PO-Revision-Date: 2023-11-26 13:51+0000\n"
"Last-Translator: Koji Horaguchi <koji.horaguchi@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot/ja/>\n"
"Language: ja\n"
@ -77,7 +77,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Main Thread"
msgstr "メインスレッド"
@ -3653,6 +3653,9 @@ msgstr "ツール"
msgid "Orphan Resource Explorer..."
msgstr "孤立リソースエクスプローラー..."
msgid "Upgrade Mesh Surfaces..."
msgstr "メッシュサーフェスをアップグレード..."
msgid "Reload Current Project"
msgstr "現在のプロジェクトをリロード"
@ -7729,8 +7732,8 @@ msgid ""
"This is useful to troubleshoot low processor mode."
msgstr ""
"このオプションを有効にすると、2D オブジェクトの再描画リクエストが実行中のプロ"
"ジェクトに (短いフラッシュとして) 表示されるようになります。 これは低プロセッ"
"サ モードのトラブルシューティングに役立ちます。"
"ジェクトに (短いフラッシュとして) 表示されるようになります。\n"
"これは、低プロセッサモードのトラブルシューティングに役立ちます。"
msgid "Synchronize Scene Changes"
msgstr "シーン変更を同期"
@ -8101,6 +8104,9 @@ msgstr "ナビゲーションメッシュを生成"
msgid "Create Debug Tangents"
msgstr "デバッグ接線を生成"
msgid "No mesh to unwrap."
msgstr "アンラップするメッシュがありません。"
msgid ""
"Mesh cannot unwrap UVs because it does not belong to the edited scene. Make "
"it unique first."
@ -8128,6 +8134,15 @@ msgstr "UV2のアンラップ"
msgid "Contained Mesh is not of type ArrayMesh."
msgstr "含まれているメッシュがArrayMesh型ではありません。"
msgid "Can't unwrap mesh with blend shapes."
msgstr "メッシュはブレンドシェイプとアンラップできません。"
msgid "Only triangles are supported for lightmap unwrap."
msgstr "ライトマップのアンラップでは三角形のみがサポートされます。"
msgid "Normals are required for lightmap unwrap."
msgstr "ライトマップのアンラップには法線が必要です。"
msgid "UV Unwrap failed, mesh may not be manifold?"
msgstr "UV展開に失敗しました。メッシュが非多様体ではありませんか"
@ -13928,6 +13943,15 @@ msgstr "名前 '%s' は予約されたシェーダー言語キーワードです
msgid "Add Shader Global Parameter"
msgstr "シェーダーグローバルパラメーターを追加"
msgid "Upgrading All Meshes in Project"
msgstr "プロジェクト内のすべてのメッシュをアップグレード中"
msgid "Attempting to re-save "
msgstr "再保存を思考中 "
msgid "Restart & Upgrade"
msgstr "再起動とアップグレード"
msgid "Make this panel floating in the screen %d."
msgstr "このパネルを画面%dにフローティングさせます。"
@ -14197,6 +14221,9 @@ msgstr "ダイレクトライティングをプロットする"
msgid "Integrate indirect lighting"
msgstr "間接ライティングを統合する"
msgid "Integrate indirect lighting %d%%"
msgstr "間接照明を統合します %d%%"
msgid "Baking lightprobes"
msgstr "ライトプローブをベイク"
@ -14618,6 +14645,10 @@ msgstr "デバイスで実行できませんでした。"
msgid "Exporting to Android when using C#/.NET is experimental."
msgstr "C#/.NET を使用する場合の Android へのエクスポートは実験的です。"
msgid "Android architecture %s not supported in C# projects."
msgstr ""
"Android アーキテクチャ %s は C# プロジェクトではサポートされていません。"
msgid ""
"Android build template not installed in the project. Install it from the "
"Project menu."
@ -14778,9 +14809,16 @@ msgstr "拡張パッケージファイルを書き込めませんでした!"
msgid "Building Android Project (gradle)"
msgstr "Androidプロジェクトの構築(gradle)"
msgid "Building of Android project failed, check output for the error:"
msgstr ""
"Android プロジェクトのビルドに失敗しました。エラー出力を確認してください:"
msgid "Moving output"
msgstr "出力結果の移動中"
msgid "Unable to copy and rename export file:"
msgstr "エクスポートファイルのコピーと名前変更ができません:"
msgid "Package not found: \"%s\"."
msgstr "パッケージが見つかりません: \"%s\"。"
@ -14854,6 +14892,14 @@ msgid ""
msgstr ""
".ipa は macOS でしかビルドできません。パッケージをビルドせずに終了します。"
msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS."
msgstr ""
"C#/.NET を使用する場合の iOS へのエクスポートは実験的であり、macOS が必要で"
"す。"
msgid "Exporting to iOS when using C#/.NET is experimental."
msgstr "C#/.NET を使用する場合の iOS へのエクスポートは実験的です。"
msgid "Identifier is missing."
msgstr "識別子がありません。"
@ -15017,6 +15063,13 @@ msgstr "App Store の配布には、インストーラーの署名 ID が必要
msgid "App sandbox is required for App Store distribution."
msgstr "App Store の配布にはアプリサンドボックスが必要です。"
msgid ""
"'rcodesign' doesn't support signing applications with embedded dynamic "
"libraries (GDExtension or .NET)."
msgstr ""
"「rcodesign」は、組み込み動的ライブラリ (GDExtension または .NET) を使用したア"
"プリケーションの署名をサポートしていません。"
msgid "Code signing is required for App Store distribution."
msgstr "App Storeでの配布にはコード署名が必要です。"
@ -15209,6 +15262,13 @@ msgstr ""
"アドホック署名付きアプリケーションでは、動的ライブラリを読み込むために「ライブ"
"ラリ検証を無効にする」の権限が必要です。"
msgid ""
"'rcodesign' doesn't support signing applications with embedded dynamic "
"libraries."
msgstr ""
"「rcodesign」は、組み込み動的ライブラリを使用したアプリケーションの署名をサ"
"ポートしていません。"
msgid "Could not create entitlements file."
msgstr "資格ファイルを作成できませんでした。"
@ -15673,6 +15733,17 @@ msgstr ""
"TileMap レイヤーは Y ソートとして設定されていますが、TileMap ノード自体では Y "
"ソートが有効になっていません。"
msgid ""
"The TileMap node is set as Y-sorted, but Y-sort is not enabled on any of the "
"TileMap's layers.\n"
"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be "
"Y-sorted as a whole."
msgstr ""
"TileMap ノードは Y ソートとして設定されていますが、TileMap のどのレイヤーでも "
"Y ソートが有効になっていません。\n"
"Y ソートされていないレイヤーも含め全体として Y ソートされるため、望ましくない"
"動作が発生する可能性があります。"
msgid ""
"Isometric TileSet will likely not look as intended without Y-sort enabled for "
"the TileMap and all of its layers."
@ -16212,6 +16283,9 @@ msgstr ""
msgid "New Code Region"
msgstr "新しいコード領域"
msgid "Copy this constructor in a script."
msgstr "このコンストラクターをスクリプトにコピーします。"
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "16進コード (「#ff0000」) または名前付きの色 (「red」) を入力します。"
@ -16312,6 +16386,13 @@ msgstr "グラフのミニマップを切り替えます。"
msgid "Automatically arrange selected nodes."
msgstr "選択したノードを自動的に配置します。"
msgid ""
"Labels with autowrapping enabled must have a custom minimum size configured "
"to work correctly inside a container."
msgstr ""
"コンテナ内で正しく動作させるため、自動ラッピングが有効になっているラベルには、"
"カスタム最小サイズの設定が必要です。"
msgid ""
"The current font does not support rendering one or more characters used in "
"this Label's text."
@ -16786,6 +16867,9 @@ msgstr "メンバーとして識別子が必要です。"
msgid "Cannot combine symbols from different sets in expression '.%s'."
msgstr "式 '.%s' では異なるセットのシンボルを結合できません。"
msgid "Invalid member for '%s' expression: '.%s'."
msgstr "無効なメンバ '%s' が '.%s' 式にあります。"
msgid "An object of type '%s' can't be indexed."
msgstr "型「%s」のオブジェクトはインデックスできません。"

File diff suppressed because it is too large Load diff

View file

@ -88,7 +88,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-21 15:04+0000\n"
"PO-Revision-Date: 2023-11-28 16:10+0000\n"
"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot/"
"pl/>\n"
@ -98,7 +98,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "Main Thread"
msgstr "Główny wątek"
@ -3690,6 +3690,9 @@ msgstr "Narzędzia"
msgid "Orphan Resource Explorer..."
msgstr "Eksplorator osieroconych zasobów..."
msgid "Upgrade Mesh Surfaces..."
msgstr "Aktualizuj powierzchnie siatek..."
msgid "Reload Current Project"
msgstr "Wczytaj ponownie aktualny projekt"
@ -3772,7 +3775,7 @@ msgid "Choose a renderer."
msgstr "Wybierz renderer."
msgid "Forward+"
msgstr "W przód+"
msgstr "Przedni+"
msgid "Mobile"
msgstr "Mobilny"
@ -14044,45 +14047,15 @@ msgstr "Nazwa \"%s\" jest zarezerwowanym słowem kluczowym języka shaderów."
msgid "Add Shader Global Parameter"
msgstr "Dodaj parametr globalny shadera"
msgid ""
"This project uses meshes with an outdated mesh format from previous Godot "
"versions. The engine needs to update the format in order to use those "
"meshes.\n"
"\n"
"Press 'Restart & Upgrade' to run the surface upgrade tool which will update "
"and re-save all meshes and scenes. This update will restart the editor and "
"may take several minutes. Upgrading will make the meshes incompatible with "
"previous versions of Godot.\n"
"\n"
"Press 'Upgrade Only' to continue opening the scene as normal. The engine will "
"update each mesh in memory, but the update will not be saved. Choosing this "
"option will lead to slower load times every time this project is loaded."
msgstr ""
"Ten projekt używa siatek z nieaktualnym formatem siatek z poprzednich wersji "
"Godota. Silnik potrzebuje zaktualizować format, żeby używać tych siatek.\n"
"\n"
"Wciśnij \"Zrestartuj i zaktualizuj\", by uruchomić narzędzie aktualizacji "
"siatek, które zaktualizuje i zapisze ponownie wszystkie siatki i sceny. Ta "
"aktualizacja zrestartuje edytor i może zająć kilka minut. Aktualizacja uczyni "
"siatki niekompatybilnymi z poprzednimi wersjami Godota.\n"
"\n"
"Wciśnij \"Tylko zaktualizuj\", by otworzyć scenę normalnie. Silnik "
"zaktualizuje każdą siatkę w pamięci, ale aktualizacja nie będzie zapisana. "
"Wybranie tej opcji prowadzi do wolniejszego wczytywania przy każdym "
"załadowaniu tego projektu."
msgid "Restart & Upgrade"
msgstr "Zrestartuj i zaktualizuj"
msgid "Upgrade Only"
msgstr "Tylko aktualizuj"
msgid "Upgrading All Meshes in Project"
msgstr "Aktualizacja wszystkich siatek w projekcie"
msgid "Attempting to re-save "
msgstr "Próba ponownego zapisania "
msgid "Restart & Upgrade"
msgstr "Zrestartuj i zaktualizuj"
msgid "Make this panel floating in the screen %d."
msgstr "Uczyń ten panel pływającym na ekranie %d."
@ -14937,7 +14910,7 @@ msgid "Building Android Project (gradle)"
msgstr "Budowanie projektu Androida (gradle)"
msgid "Building of Android project failed, check output for the error:"
msgstr "Budowanie projektu Androida nie powiodło się, sprawdź błędy w konsoli."
msgstr "Budowanie projektu Androida nie powiodło się, sprawdź błędy w konsoli:"
msgid "Moving output"
msgstr "Przesuwam wyjście"

View file

@ -165,13 +165,15 @@
# Daniil Zimchuk <danrus228zk@gmail.com>, 2023.
# Иван Жиляк <zilakivan2008@gmail.com>, 2023.
# Ilia Brykin <brykin.ilia@gmail.com>, 2023.
# Ruslan <vovavalenkov15@gmail.com>, 2023.
# DLushin <dmiyashyt@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-18 06:21+0000\n"
"Last-Translator: Ilia Brykin <brykin.ilia@gmail.com>\n"
"PO-Revision-Date: 2023-11-28 04:14+0000\n"
"Last-Translator: DLushin <dmiyashyt@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot/ru/>\n"
"Language: ru\n"
@ -180,7 +182,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "Main Thread"
msgstr "Главный поток"
@ -3779,6 +3781,9 @@ msgstr "Инструменты"
msgid "Orphan Resource Explorer..."
msgstr "Обзор ресурсов-сирот..."
msgid "Upgrade Mesh Surfaces..."
msgstr "Обновление сетчатых поверхностей..."
msgid "Reload Current Project"
msgstr "Перезагрузить текущий проект"
@ -3862,7 +3867,7 @@ msgid "Choose a renderer."
msgstr "Выберите отрисовщик."
msgid "Forward+"
msgstr "Вперед+"
msgstr "Forward+"
msgid "Mobile"
msgstr "Мобильные устройства"
@ -14149,45 +14154,15 @@ msgstr "Имя '%s' является зарезервированным слов
msgid "Add Shader Global Parameter"
msgstr "Добавить глобальный параметр шейдера"
msgid ""
"This project uses meshes with an outdated mesh format from previous Godot "
"versions. The engine needs to update the format in order to use those "
"meshes.\n"
"\n"
"Press 'Restart & Upgrade' to run the surface upgrade tool which will update "
"and re-save all meshes and scenes. This update will restart the editor and "
"may take several minutes. Upgrading will make the meshes incompatible with "
"previous versions of Godot.\n"
"\n"
"Press 'Upgrade Only' to continue opening the scene as normal. The engine will "
"update each mesh in memory, but the update will not be saved. Choosing this "
"option will lead to slower load times every time this project is loaded."
msgstr ""
"Этот проект использует сетки с устаревшим форматом из предыдущих версий "
"Godot. Для использования этих сеток необходимо обновить формат.\n"
"\n"
"Нажмите 'Перезапустить и обновить', чтобы запустить инструмент обновления "
"поверхности, который обновит и пересохранил все сетки и сцены. Это обновление "
"перезапустит редактор и может занять несколько минут. После обновления сетки "
"станут несовместимыми с предыдущими версиями Godot.\n"
"\n"
"Нажмите 'Только обновление', чтобы продолжить открытие сцены как обычно. "
"Движок обновит каждую сетку в памяти, но обновление не будет сохранено. Выбор "
"этой опции приведет к более медленным временам загрузки при каждом открытии "
"проекта."
msgid "Restart & Upgrade"
msgstr "Перезапустить и обновить"
msgid "Upgrade Only"
msgstr "Только обновление"
msgid "Upgrading All Meshes in Project"
msgstr "Обновление всех сеток в проекте"
msgid "Attempting to re-save "
msgstr "Попытка повторного сохранения "
msgid "Restart & Upgrade"
msgstr "Перезапустить и обновить"
msgid "Make this panel floating in the screen %d."
msgstr "Сделать эту панель плавающей на экране %d."

View file

@ -17,13 +17,14 @@
# Tengado <tenda151002@gmail.com>, 2023.
# Lukáš Ševc <sevclukas0@gmail.com>, 2023.
# Milan Šalka <salka.milan@googlemail.com>, 2023.
# Mikuláš Suchanovský <mikulassuchanovsky@protonmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-10-06 12:19+0000\n"
"Last-Translator: Milan Šalka <salka.milan@googlemail.com>\n"
"PO-Revision-Date: 2023-11-26 04:03+0000\n"
"Last-Translator: Mikuláš Suchanovský <mikulassuchanovsky@protonmail.com>\n"
"Language-Team: Slovak <https://hosted.weblate.org/projects/godot-engine/godot/"
"sk/>\n"
"Language: sk\n"
@ -31,7 +32,10 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Weblate 5.1-dev\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Main Thread"
msgstr "Hlavné vlákno"
msgid "Unset"
msgstr "Nenastavené"

View file

@ -111,7 +111,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-17 02:03+0000\n"
"PO-Revision-Date: 2023-11-26 04:03+0000\n"
"Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot/tr/>\n"
@ -120,7 +120,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Main Thread"
msgstr "Ana İş Parçası"
@ -3719,6 +3719,9 @@ msgstr "Araçlar"
msgid "Orphan Resource Explorer..."
msgstr "Sahipsiz Kaynak Gezgini..."
msgid "Upgrade Mesh Surfaces..."
msgstr "Örgü Yüzeylerini Güncelle..."
msgid "Reload Current Project"
msgstr "Bu Projeyi Tekrar Yükle"
@ -14102,47 +14105,15 @@ msgstr "'%s' ismi gölgelendirici dili için ayrılmış bir anahtar kelimedir."
msgid "Add Shader Global Parameter"
msgstr "Gölgelendirici Genel Parametresi Ekle"
msgid ""
"This project uses meshes with an outdated mesh format from previous Godot "
"versions. The engine needs to update the format in order to use those "
"meshes.\n"
"\n"
"Press 'Restart & Upgrade' to run the surface upgrade tool which will update "
"and re-save all meshes and scenes. This update will restart the editor and "
"may take several minutes. Upgrading will make the meshes incompatible with "
"previous versions of Godot.\n"
"\n"
"Press 'Upgrade Only' to continue opening the scene as normal. The engine will "
"update each mesh in memory, but the update will not be saved. Choosing this "
"option will lead to slower load times every time this project is loaded."
msgstr ""
"Bu proje, eski Godot sürümlerinin kullandığı eski bir örgü biçimine sahip "
"örgüler kullanmaktadır. Bu örgüleri kullanabilmek için, motorun biçimlerini "
"güncellemesi gerekiyor.\n"
"\n"
"Tüm örgüleri ve sahneleri güncelleyip yeniden kaydedecek olan yüzey "
"güncelleme aracını çalıştırmak için, 'Yeniden Başlat ve Güncelle' düğmesine "
"basın. Bu güncelleme, düzenleyiciyi yeniden başlatır ve birkaç dakika "
"sürebilir. Bu güncelleme, bu örgüleri Godot'un önceki sürümleriyle uyumsuz "
"hale getirecektir.\n"
"\n"
"Sahneyi normal şekilde açmaya devam etmek için 'Sadece Güncelle' ye basın. "
"Motor, örgülerin güncellemesini bellekte yapacak ancak bu güncellemeleri "
"kaydetmeyecektir. Bu seçeneği seçmek, projenin her açılmasında daha yavaş "
"yüklenmesine sebep olacaktır."
msgid "Restart & Upgrade"
msgstr "Yeniden Başlat ve Güncelle"
msgid "Upgrade Only"
msgstr "Yalnızca Güncelleme"
msgid "Upgrading All Meshes in Project"
msgstr "Projedeki Tüm Örgüler Güncelleniyor"
msgid "Attempting to re-save "
msgstr "Yeniden kaydetme deneniyor "
msgid "Restart & Upgrade"
msgstr "Yeniden Başlat ve Güncelle"
msgid "Make this panel floating in the screen %d."
msgstr "Bu paneli %d ekranında yüzer hale getir."

View file

@ -101,7 +101,7 @@ msgstr ""
"Project-Id-Version: Chinese (Simplified) (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: 2018-01-20 12:15+0200\n"
"PO-Revision-Date: 2023-11-18 06:21+0000\n"
"PO-Revision-Date: 2023-11-22 04:14+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot/zh_Hans/>\n"
@ -3603,6 +3603,9 @@ msgstr "工具"
msgid "Orphan Resource Explorer..."
msgstr "孤立资源浏览器..."
msgid "Upgrade Mesh Surfaces..."
msgstr "升级网格表面..."
msgid "Reload Current Project"
msgstr "重新加载当前项目"
@ -13581,41 +13584,15 @@ msgstr "名称“%s”是为着色器语言保留的关键字。"
msgid "Add Shader Global Parameter"
msgstr "添加着色器全局参数"
msgid ""
"This project uses meshes with an outdated mesh format from previous Godot "
"versions. The engine needs to update the format in order to use those "
"meshes.\n"
"\n"
"Press 'Restart & Upgrade' to run the surface upgrade tool which will update "
"and re-save all meshes and scenes. This update will restart the editor and "
"may take several minutes. Upgrading will make the meshes incompatible with "
"previous versions of Godot.\n"
"\n"
"Press 'Upgrade Only' to continue opening the scene as normal. The engine will "
"update each mesh in memory, but the update will not be saved. Choosing this "
"option will lead to slower load times every time this project is loaded."
msgstr ""
"这个项目使用了以前版本 Godot 的过时网格格式。引擎需要对格式进行升级才能使用这"
"些网格。\n"
"\n"
"点击“重启并升级”运行表面升级工具,会将所有网格和场景进行更新并重新保存。升级时"
"将会重启编辑器,可能需要几分钟时间。更新后的网格不再兼容以前版本的 Godot。\n"
"\n"
"点击“仅升级”继续正常打开场景。引擎会在内存中升级各个网格,但是不会保存更新。选"
"择这个选项将会使得每次加载这个项目的时间变长。"
msgid "Restart & Upgrade"
msgstr "重启并升级"
msgid "Upgrade Only"
msgstr "仅升级"
msgid "Upgrading All Meshes in Project"
msgstr "正在升级项目中的所有网格"
msgid "Attempting to re-save "
msgstr "正在尝试重新保存 "
msgid "Restart & Upgrade"
msgstr "重启并升级"
msgid "Make this panel floating in the screen %d."
msgstr "让这个面板在屏幕 %d 中浮动。"

View file

@ -48,13 +48,14 @@
# Sand Smith <1105483764@qq.com>, 2023.
# Skyter Lin <linskyter@gmail.com>, 2023.
# powder <hhurhxhdyruw@gmail.com>, 2023.
# Ink&Soul <mbyl_inkandsoul@foxmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-10-24 17:38+0000\n"
"Last-Translator: Skyter Lin <linskyter@gmail.com>\n"
"PO-Revision-Date: 2023-11-23 09:02+0000\n"
"Last-Translator: Ink&Soul <mbyl_inkandsoul@foxmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot/zh_Hant/>\n"
"Language: zh_TW\n"
@ -62,7 +63,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.1.1-dev\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Main Thread"
msgstr "主執行緒"
@ -2988,7 +2989,7 @@ msgid "Script:"
msgstr "文字:"
msgid "Country:"
msgstr "國家:"
msgstr "地區:"
msgid "Language"
msgstr "語言"
@ -2998,7 +2999,7 @@ msgid "Script"
msgstr "腳 本"
msgid "Country"
msgstr "國家"
msgstr "地區"
msgid "Variant"
msgstr "變體"

View file

@ -108,7 +108,7 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-20 14:00+0000\n"
"PO-Revision-Date: 2023-11-27 01:40+0000\n"
"Last-Translator: Cerno_b <cerno.b@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"properties/de/>\n"
@ -117,7 +117,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.2\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Application"
msgstr "Anwendung"
@ -2580,7 +2580,7 @@ msgid "Plugin Name"
msgstr "Plugin-Name"
msgid "Autoload on Startup"
msgstr "Automatisches Laden beim Start"
msgstr "Autoload beim Start"
msgid "Show Scene Tree Root Selection"
msgstr "Szenenbaumwurzel-Auswahl anzeigen"
@ -7974,7 +7974,7 @@ msgid "Flip Texture"
msgstr "Textur spiegeln"
msgid "Subsurface Scattering"
msgstr "Subsurface-Scattering"
msgstr "Subsurface Scattering"
msgid "Skin Mode"
msgstr "Skin-Modus"

View file

@ -98,13 +98,14 @@
# Víctor Mardones <vnicolas.mb.ni@gmail.com>, 2023.
# "Francisco S. F." <fsanchezflorido@gmail.com>, 2023.
# Jorge Julio Torres <jjulio.tlg.89@gmail.com>, 2023.
# Chimi <tximi.sysaad@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-10-31 10:40+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"PO-Revision-Date: 2023-11-23 17:10+0000\n"
"Last-Translator: Chimi <tximi.sysaad@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/es/>\n"
"Language: es\n"
@ -112,7 +113,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.2-dev\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Application"
msgstr "Aplicación"
@ -124,7 +125,7 @@ msgid "Name"
msgstr "Nombre"
msgid "Name Localized"
msgstr "Nombre Localizado"
msgstr "Nombre localizado"
msgid "Description"
msgstr "Descripción"
@ -246,6 +247,12 @@ msgstr "Fuerza de panoramización 3D"
msgid "iOS"
msgstr "iOS"
msgid "Session Category"
msgstr "Categoría de la sesión"
msgid "Mix With Others"
msgstr "Mezclar con otros"
msgid "Editor"
msgstr "Editor"
@ -1128,6 +1135,9 @@ msgstr "FBX"
msgid "FBX2glTF Path"
msgstr "Ruta FBX2glTF"
msgid "Tools"
msgstr "Herramientas"
msgid "Docks"
msgstr "Paneles"

View file

@ -153,13 +153,15 @@
# Daniil Zimchuk <danrus228zk@gmail.com>, 2023.
# Иван Жиляк <zilakivan2008@gmail.com>, 2023.
# Ilia Brykin <brykin.ilia@gmail.com>, 2023.
# DLushin <dmiyashyt@gmail.com>, 2023.
# Ruslan <vovavalenkov15@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-15 10:06+0000\n"
"Last-Translator: Ilia Brykin <brykin.ilia@gmail.com>\n"
"PO-Revision-Date: 2023-11-28 04:14+0000\n"
"Last-Translator: DLushin <dmiyashyt@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/ru/>\n"
"Language: ru\n"
@ -168,7 +170,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 5.2-dev\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "Application"
msgstr "Приложение"
@ -231,7 +233,7 @@ msgid "Size"
msgstr "Размер"
msgid "Viewport Width"
msgstr "Ширина окна предпросмотра"
msgstr "Ширина экрана"
msgid "Viewport Height"
msgstr "Высота экрана"
@ -302,6 +304,9 @@ msgstr "Сила панорамирования 3D"
msgid "iOS"
msgstr "iOS"
msgid "Session Category"
msgstr "Категория приложения"
msgid "Mix With Others"
msgstr "Смешивание с другими"
@ -488,6 +493,9 @@ msgstr "Использовать Ambient"
msgid "Low Processor Usage Mode"
msgstr "Режим низкой нагрузки процессора"
msgid "Low Processor Usage Mode Sleep (µsec)"
msgstr "Задержка в режиме низкой нагрузки процессора (мсек)"
msgid "Delta Smoothing"
msgstr "Дельта сглаживание"
@ -911,6 +919,9 @@ msgstr "Локализация"
msgid "Scene Tabs"
msgstr "Вкладки сцен"
msgid "Restore Scenes on Load"
msgstr "Восстанавливать сцены при загрузке"
msgid "Inspector"
msgstr "Инспектор"
@ -932,12 +943,18 @@ msgstr "Горизонтальное редактирование Vector2"
msgid "Horizontal Vector Types Editing"
msgstr "Горизонтальных редактирование векторных типов"
msgid "Open Resources in Current Inspector"
msgstr "Открывать ресурсы в текущем инспекторе"
msgid "Resources to Open in New Inspector"
msgstr "Ресурсы для Открытия в новом экземпляре Инспектора"
msgid "Default Color Picker Mode"
msgstr "Режим выбора цвета по умолчанию"
msgid "Default Color Picker Shape"
msgstr "Режим выбора цвета по умолчанию"
msgid "Base Type"
msgstr "Базовый тип"
@ -953,6 +970,12 @@ msgstr "Язык редактора"
msgid "Display Scale"
msgstr "Масштаб отображения"
msgid "Editor Screen"
msgstr "Сторона редактора"
msgid "Project Manager Screen"
msgstr "Экран менеджера проекта"
msgid "Enable Pseudolocalization"
msgstr "Включить псевдолокализацию"
@ -4169,6 +4192,9 @@ msgstr "HDR маcштаб"
msgid "Fog"
msgstr "Туман"
msgid "Volumetric Fog"
msgstr "Объемный туман"
msgid "Anisotropy"
msgstr "Анизотропия"

View file

@ -31,13 +31,14 @@
# Dan <jonweblin2205@protonmail.com>, 2023.
# Siked Siked <siked3@gmail.com>, 2023.
# Вадим Коваль <vadimkoval571@gmail.com>, 2023.
# Volodymyr Mikhav <mihaw.wolodymyr@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Ukrainian (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-10-29 17:04+0000\n"
"Last-Translator: Вадим Коваль <vadimkoval571@gmail.com>\n"
"PO-Revision-Date: 2023-11-23 17:10+0000\n"
"Last-Translator: Volodymyr Mikhav <mihaw.wolodymyr@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/uk/>\n"
"Language: uk\n"
@ -46,7 +47,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 5.2-dev\n"
"X-Generator: Weblate 5.2.1-rc\n"
msgid "Application"
msgstr "Застосунок"
@ -361,7 +362,7 @@ msgid "Time Scale"
msgstr "Шкала часу"
msgid "Physics Jitter Fix"
msgstr "Фізичний кадр %"
msgstr "Корекція джитеру фізики"
msgid "Mouse Mode"
msgstr "Режим миші"
@ -969,6 +970,9 @@ msgstr "Розмір мініатюр"
msgid "Import"
msgstr "Імпорт"
msgid "Blender 3 Path"
msgstr "Шлях до Blender 3"
msgid "FBX"
msgstr "FBX"
@ -1750,7 +1754,7 @@ msgid "Channel Pack"
msgstr "Пакет каналів"
msgid "Mipmaps"
msgstr "Множинне відтворення"
msgstr "MIP-текстурування"
msgid "Generate"
msgstr "Створити"
@ -2136,6 +2140,9 @@ msgstr "Використання кількох потоків"
msgid "Convert Text Resources to Binary"
msgstr "Перетворювати текстові ресурси на двійкові"
msgid "Plugin Name"
msgstr "Назва додатка"
msgid "Show Scene Tree Root Selection"
msgstr "Показувати кореневе позначення ієрархії сцени"
@ -2154,6 +2161,9 @@ msgstr "Шлях до журналу"
msgid "Driver"
msgstr "Драйвер"
msgid "Renderer"
msgstr "Рендерер"
msgid "DPI"
msgstr "Роздільність"
@ -2181,8 +2191,11 @@ msgstr "Орієнтація"
msgid "V-Sync"
msgstr "Верт. синхронізація"
msgid "V-Sync Mode"
msgstr "Режим верт. синхронізації"
msgid "Output Latency"
msgstr "Результат"
msgstr "Затримка виведення"
msgid "stdout"
msgstr "stdout"
@ -2190,8 +2203,11 @@ msgstr "stdout"
msgid "Print FPS"
msgstr "Виводити частоту кадрів"
msgid "Print GPU Profile"
msgstr "Виводити профілювання GPU"
msgid "Verbose stdout"
msgstr "Докладно до stdout"
msgstr "Детальне виведення до stdout"
msgid "Low Processor Mode"
msgstr "Режим низького споживання процесора"
@ -2202,6 +2218,24 @@ msgstr "Приховати індикатор домівки"
msgid "XR"
msgstr "XR"
msgid "Form Factor"
msgstr "Форм-фактор"
msgid "View Configuration"
msgstr "Конфігурація подання"
msgid "Reference Space"
msgstr "Опорний простір"
msgid "Environment Blend Mode"
msgstr "Режим змішування середовища"
msgid "Foveation Level"
msgstr "Рівень фовеації"
msgid "Foveation Dynamic"
msgstr "Динамічна фовеація"
msgid "Boot Splash"
msgstr "Вітання системи"
@ -2256,6 +2290,12 @@ msgstr "Нетипова активна ділянка зображення"
msgid "Tooltip Position Offset"
msgstr "Відступ позиції підказки"
msgid "Minimum Display Time"
msgstr "Мінімальний час показу"
msgid "Dotnet"
msgstr "Dotnet"
msgid "Project"
msgstr "Проєкт"
@ -2596,7 +2636,7 @@ msgid "Mesh Library"
msgstr "Бібліотека сітки"
msgid "Physics Material"
msgstr "Фізичний кадр %"
msgstr "Матеріал фізики"
msgid "Cell"
msgstr "Мобільний"
@ -2631,6 +2671,9 @@ msgstr "Висока якість підрахунку променів"
msgid "Ultra Quality Ray Count"
msgstr "Кількість променів високої якості"
msgid "Max Rays per Pass"
msgstr "Макс. променів за прохід"
msgid "Loop Offset"
msgstr "Зміщення циклу"
@ -2641,7 +2684,7 @@ msgid "IOD"
msgstr "IOD"
msgid "Display Width"
msgstr "Перегляд каркасу"
msgstr "Ширина екрану"
msgid "Oversample"
msgstr "Надвибірка"
@ -3238,7 +3281,7 @@ msgid "Tweaks"
msgstr "Коригування"
msgid "Use Mipmaps"
msgstr "Множинне відтворення"
msgstr "Використовувати MIP-текстурування"
msgid "Input"
msgstr "Введення"
@ -3576,6 +3619,9 @@ msgstr "Монітор контакту"
msgid "Linear"
msgstr "Лінійний"
msgid "Damp Mode"
msgstr "Режим прилипання"
msgid "Damp"
msgstr "В’язкість"
@ -3855,6 +3901,9 @@ msgstr "Шрифт"
msgid "Uppercase"
msgstr "ВЕРХНІЙ РЕГІСТР"
msgid "Temperature"
msgstr "Температура"
msgid "Indirect Energy"
msgstr "Опосередкована енергія"
@ -4086,6 +4135,9 @@ msgstr "Поза"
msgid "World Scale"
msgstr "Масштаб світу"
msgid "Play Mode"
msgstr "Режим гри"
msgid "Sync"
msgstr "Синхронізувати"
@ -4135,7 +4187,7 @@ msgid "Expression"
msgstr "Вираз"
msgid "Current Animation"
msgstr "Встановити анімацію"
msgstr "Поточна анімація"
msgid "Playback Options"
msgstr "Параметри відтворення"
@ -5067,6 +5119,9 @@ msgstr "Місцевості"
msgid "Custom Data"
msgstr "Спеціальні дані"
msgid "Physics Layers"
msgstr "Шари фізики"
msgid "Scene"
msgstr "Сцена"
@ -5082,6 +5137,9 @@ msgstr "Файл"
msgid "Input Name"
msgstr "Карта введення"
msgid "Parameter Name"
msgstr "Назва параметру"
msgid "Constant"
msgstr "Сталий"
@ -5388,6 +5446,9 @@ msgstr "Діяльність"
msgid "Node"
msgstr "Вузол"
msgid "Playback Mode"
msgstr "Режим відтворення"
msgid "Random Pitch"
msgstr "Випадковий тон"
@ -5485,10 +5546,10 @@ msgid "Shape RID"
msgstr "RID форми"
msgid "Default Gravity"
msgstr "Типове зображення перегляду"
msgstr "Типове тяжіння"
msgid "Default Gravity Vector"
msgstr "Типове зображення перегляду"
msgstr "Типовий вектор тяжіння"
msgid "Principal Inertia Axes"
msgstr "Головні вісі інерції"
@ -5499,6 +5560,9 @@ msgstr "Вершина"
msgid "Fragment"
msgstr "Фрагмент"
msgid "Base Error"
msgstr "Основна помилка"
msgid "Cull"
msgstr "Вибракування"
@ -5523,6 +5587,9 @@ msgstr "Примусово записати"
msgid "Shadow Atlas"
msgstr "Новий атлас"
msgid "Shader Cache"
msgstr "Кеш шейдерів"
msgid "Reflections"
msgstr "Відбиття"